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/*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:40:57 +00:00
/** \file blender/blenkernel/intern/subsurf_ccg.c
* \ingroup bke
*/
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
# ifdef __GNUC__
# pragma GCC diagnostic ignored "-Wvla"
# endif
# define USE_DYNSIZE
#endif
2011-02-27 20:40:57 +00:00
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#include <float.h>
#include "atomic_ops.h"
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_utildefines.h"
#include "BLI_bitmap.h"
#include "BLI_blenlib.h"
#include "BLI_edgehash.h"
#include "BLI_math.h"
#include "BLI_memarena.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BKE_pbvh.h"
#include "BKE_ccg.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_mesh_mapping.h"
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_subsurf.h"
#ifndef USE_DYNSIZE
# include "BLI_array.h"
#endif
#include "GPU_draw.h"
#include "GPU_glew.h"
#include "GPU_buffers.h"
#include "GPU_shader.h"
#include "GPU_basic_shader.h"
#include "CCGSubSurf.h"
#include "DEG_depsgraph.h"
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
# include "opensubdiv_capi.h"
#endif
2015-07-18 23:45:51 +10:00
/* assumes MLoop's are layed out 4 for each poly, in order */
#define USE_LOOP_LAYOUT_FAST
static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
2009-08-18 20:05:08 +00:00
int drawInteriorEdges,
int useSubsurfUv,
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
DerivedMesh *dm,
bool use_gpu_backend);
static int ccgDM_use_grid_pbvh(CCGDerivedMesh *ccgdm);
///
static void *arena_alloc(CCGAllocatorHDL a, int numBytes)
{
return BLI_memarena_alloc(a, numBytes);
}
static void *arena_realloc(CCGAllocatorHDL a, void *ptr, int newSize, int oldSize)
{
void *p2 = BLI_memarena_alloc(a, newSize);
if (ptr) {
memcpy(p2, ptr, oldSize);
}
return p2;
}
static void arena_free(CCGAllocatorHDL UNUSED(a), void *UNUSED(ptr))
{
/* do nothing */
}
static void arena_release(CCGAllocatorHDL a)
{
BLI_memarena_free(a);
}
typedef enum {
CCG_USE_AGING = 1,
CCG_USE_ARENA = 2,
Add mask support to CCGSubSurf and multires. * Add new CCG function ccgSubSurf_setAllocMask(). Similar to to ccgSubSurf_setCalcVertexNormals(), it sets whether the CCG elements have a mask layer and what that layer's offset is. Unlike normals however, it doesn't change any behavior during CCG calculation; it's there only to give CCGKey information on the mask. * Add a new flag to _getSubSurf(), CCG_ALLOC_MASK. If set, space for an extra layer is allocated, but the number of CCG layers is not set to include it. This is done because GridPaintMasks are absolute, rather than being relative to the subdivided output (as MDisp displacements are), so we skip subdividing paint masks here. * Add a new flag to subsurf_make_derived_from_derived(), SUBSURF_ALLOC_PAINT_MASK. This controls whether CCG_ALLOC_MASK is set for _getSubSurf(). Related, masks are never loaded in during ss_sync_from_derivedmesh(). After subdivision is finished, if the alloc mask flag is set, the number of CCG layers is increase to 4 with ccgSubSurf_setNumLayers(). * Add a new flag to multires_make_from_derived(), MULTIRES_ALLOC_PAINT_MASK. Not all multires functions need paint mask data (e.g. multiresModifier_base_apply.) This flag is always set in MOD_multires.c so that subdividing a mesh with a mask updates properly even when not in sculpt mode. * Update multiresModifier_disp_run() to apply, calculate, and add mask elements. It's almost the same as the existing operations with xyz coordinates, but treats masks as absolute rather than displacements relative to subdivided values. * Update multires_customdata_delete to free CD_GRID_PAINT_MASK in addition to CD_MDISPS. * Update multires_del_higher() to call the new function multires_grid_paint_mask_downsample(), which allocates a lower-resolution paint mask grid and copies values over from the high-resolution grid.
2012-05-10 20:34:08 +00:00
CCG_CALC_NORMALS = 4,
/* add an extra four bytes for a mask layer */
CCG_ALLOC_MASK = 8,
CCG_SIMPLE_SUBDIV = 16
} CCGFlags;
static CCGSubSurf *_getSubSurf(CCGSubSurf *prevSS, int subdivLevels,
int numLayers, CCGFlags flags)
{
CCGMeshIFC ifc;
CCGSubSurf *ccgSS;
int useAging = !!(flags & CCG_USE_AGING);
int useArena = flags & CCG_USE_ARENA;
int normalOffset = 0;
2012-05-27 19:40:36 +00:00
/* (subdivLevels == 0) is not allowed */
subdivLevels = MAX2(subdivLevels, 1);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
if (prevSS) {
int oldUseAging;
ccgSubSurf_getUseAgeCounts(prevSS, &oldUseAging, NULL, NULL, NULL);
if ((oldUseAging != useAging) ||
2014-01-12 22:05:24 +11:00
(ccgSubSurf_getSimpleSubdiv(prevSS) != !!(flags & CCG_SIMPLE_SUBDIV)))
{
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
ccgSubSurf_free(prevSS);
}
else {
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
ccgSubSurf_setSubdivisionLevels(prevSS, subdivLevels);
return prevSS;
}
}
if (useAging) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
ifc.vertUserSize = ifc.edgeUserSize = ifc.faceUserSize = 12;
}
else {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
ifc.vertUserSize = ifc.edgeUserSize = ifc.faceUserSize = 8;
}
ifc.numLayers = numLayers;
ifc.vertDataSize = sizeof(float) * numLayers;
normalOffset += sizeof(float) * numLayers;
if (flags & CCG_CALC_NORMALS)
ifc.vertDataSize += sizeof(float) * 3;
if (flags & CCG_ALLOC_MASK)
Add mask support to CCGSubSurf and multires. * Add new CCG function ccgSubSurf_setAllocMask(). Similar to to ccgSubSurf_setCalcVertexNormals(), it sets whether the CCG elements have a mask layer and what that layer's offset is. Unlike normals however, it doesn't change any behavior during CCG calculation; it's there only to give CCGKey information on the mask. * Add a new flag to _getSubSurf(), CCG_ALLOC_MASK. If set, space for an extra layer is allocated, but the number of CCG layers is not set to include it. This is done because GridPaintMasks are absolute, rather than being relative to the subdivided output (as MDisp displacements are), so we skip subdividing paint masks here. * Add a new flag to subsurf_make_derived_from_derived(), SUBSURF_ALLOC_PAINT_MASK. This controls whether CCG_ALLOC_MASK is set for _getSubSurf(). Related, masks are never loaded in during ss_sync_from_derivedmesh(). After subdivision is finished, if the alloc mask flag is set, the number of CCG layers is increase to 4 with ccgSubSurf_setNumLayers(). * Add a new flag to multires_make_from_derived(), MULTIRES_ALLOC_PAINT_MASK. Not all multires functions need paint mask data (e.g. multiresModifier_base_apply.) This flag is always set in MOD_multires.c so that subdividing a mesh with a mask updates properly even when not in sculpt mode. * Update multiresModifier_disp_run() to apply, calculate, and add mask elements. It's almost the same as the existing operations with xyz coordinates, but treats masks as absolute rather than displacements relative to subdivided values. * Update multires_customdata_delete to free CD_GRID_PAINT_MASK in addition to CD_MDISPS. * Update multires_del_higher() to call the new function multires_grid_paint_mask_downsample(), which allocates a lower-resolution paint mask grid and copies values over from the high-resolution grid.
2012-05-10 20:34:08 +00:00
ifc.vertDataSize += sizeof(float);
ifc.simpleSubdiv = !!(flags & CCG_SIMPLE_SUBDIV);
if (useArena) {
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
CCGAllocatorIFC allocatorIFC;
CCGAllocatorHDL allocator = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 16), "subsurf arena");
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
allocatorIFC.alloc = arena_alloc;
allocatorIFC.realloc = arena_realloc;
allocatorIFC.free = arena_free;
allocatorIFC.release = arena_release;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
ccgSS = ccgSubSurf_new(&ifc, subdivLevels, &allocatorIFC, allocator);
}
else {
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
ccgSS = ccgSubSurf_new(&ifc, subdivLevels, NULL, NULL);
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
if (useAging) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
ccgSubSurf_setUseAgeCounts(ccgSS, 1, 8, 8, 8);
}
Add mask support to CCGSubSurf and multires. * Add new CCG function ccgSubSurf_setAllocMask(). Similar to to ccgSubSurf_setCalcVertexNormals(), it sets whether the CCG elements have a mask layer and what that layer's offset is. Unlike normals however, it doesn't change any behavior during CCG calculation; it's there only to give CCGKey information on the mask. * Add a new flag to _getSubSurf(), CCG_ALLOC_MASK. If set, space for an extra layer is allocated, but the number of CCG layers is not set to include it. This is done because GridPaintMasks are absolute, rather than being relative to the subdivided output (as MDisp displacements are), so we skip subdividing paint masks here. * Add a new flag to subsurf_make_derived_from_derived(), SUBSURF_ALLOC_PAINT_MASK. This controls whether CCG_ALLOC_MASK is set for _getSubSurf(). Related, masks are never loaded in during ss_sync_from_derivedmesh(). After subdivision is finished, if the alloc mask flag is set, the number of CCG layers is increase to 4 with ccgSubSurf_setNumLayers(). * Add a new flag to multires_make_from_derived(), MULTIRES_ALLOC_PAINT_MASK. Not all multires functions need paint mask data (e.g. multiresModifier_base_apply.) This flag is always set in MOD_multires.c so that subdividing a mesh with a mask updates properly even when not in sculpt mode. * Update multiresModifier_disp_run() to apply, calculate, and add mask elements. It's almost the same as the existing operations with xyz coordinates, but treats masks as absolute rather than displacements relative to subdivided values. * Update multires_customdata_delete to free CD_GRID_PAINT_MASK in addition to CD_MDISPS. * Update multires_del_higher() to call the new function multires_grid_paint_mask_downsample(), which allocates a lower-resolution paint mask grid and copies values over from the high-resolution grid.
2012-05-10 20:34:08 +00:00
if (flags & CCG_ALLOC_MASK) {
normalOffset += sizeof(float);
/* mask is allocated after regular layers */
ccgSubSurf_setAllocMask(ccgSS, 1, sizeof(float) * numLayers);
}
if (flags & CCG_CALC_NORMALS)
ccgSubSurf_setCalcVertexNormals(ccgSS, 1, normalOffset);
else
ccgSubSurf_setCalcVertexNormals(ccgSS, 0, 0);
return ccgSS;
}
static int getEdgeIndex(CCGSubSurf *ss, CCGEdge *e, int x, int edgeSize)
{
CCGVert *v0 = ccgSubSurf_getEdgeVert0(e);
CCGVert *v1 = ccgSubSurf_getEdgeVert1(e);
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int v0idx = *((int *) ccgSubSurf_getVertUserData(ss, v0));
int v1idx = *((int *) ccgSubSurf_getVertUserData(ss, v1));
int edgeBase = *((int *) ccgSubSurf_getEdgeUserData(ss, e));
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if (x == 0) {
return v0idx;
}
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else if (x == edgeSize - 1) {
return v1idx;
}
else {
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return edgeBase + x - 1;
}
}
static int getFaceIndex(CCGSubSurf *ss, CCGFace *f, int S, int x, int y, int edgeSize, int gridSize)
{
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int faceBase = *((int *) ccgSubSurf_getFaceUserData(ss, f));
int numVerts = ccgSubSurf_getFaceNumVerts(f);
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if (x == gridSize - 1 && y == gridSize - 1) {
CCGVert *v = ccgSubSurf_getFaceVert(f, S);
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return *((int *) ccgSubSurf_getVertUserData(ss, v));
}
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else if (x == gridSize - 1) {
CCGVert *v = ccgSubSurf_getFaceVert(f, S);
CCGEdge *e = ccgSubSurf_getFaceEdge(f, S);
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int edgeBase = *((int *) ccgSubSurf_getEdgeUserData(ss, e));
if (v == ccgSubSurf_getEdgeVert0(e)) {
return edgeBase + (gridSize - 1 - y) - 1;
}
else {
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return edgeBase + (edgeSize - 2 - 1) - ((gridSize - 1 - y) - 1);
}
}
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else if (y == gridSize - 1) {
CCGVert *v = ccgSubSurf_getFaceVert(f, S);
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CCGEdge *e = ccgSubSurf_getFaceEdge(f, (S + numVerts - 1) % numVerts);
int edgeBase = *((int *) ccgSubSurf_getEdgeUserData(ss, e));
if (v == ccgSubSurf_getEdgeVert0(e)) {
return edgeBase + (gridSize - 1 - x) - 1;
}
else {
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return edgeBase + (edgeSize - 2 - 1) - ((gridSize - 1 - x) - 1);
}
}
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else if (x == 0 && y == 0) {
return faceBase;
}
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else if (x == 0) {
S = (S + numVerts - 1) % numVerts;
return faceBase + 1 + (gridSize - 2) * S + (y - 1);
}
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else if (y == 0) {
return faceBase + 1 + (gridSize - 2) * S + (x - 1);
}
else {
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return faceBase + 1 + (gridSize - 2) * numVerts + S * (gridSize - 2) * (gridSize - 2) + (y - 1) * (gridSize - 2) + (x - 1);
}
}
static void get_face_uv_map_vert(UvVertMap *vmap, struct MPoly *mpoly, struct MLoop *ml, int fi, CCGVertHDL *fverts)
{
UvMapVert *v, *nv;
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int j, nverts = mpoly[fi].totloop;
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for (j = 0; j < nverts; j++) {
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for (nv = v = BKE_mesh_uv_vert_map_get_vert(vmap, ml[j].v); v; v = v->next) {
if (v->separate)
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nv = v;
if (v->f == fi)
break;
}
fverts[j] = SET_UINT_IN_POINTER(mpoly[nv->f].loopstart + nv->tfindex);
}
}
static int ss_sync_from_uv(CCGSubSurf *ss, CCGSubSurf *origss, DerivedMesh *dm, MLoopUV *mloopuv)
{
2011-10-30 09:48:59 +00:00
MPoly *mpoly = dm->getPolyArray(dm);
MLoop *mloop = dm->getLoopArray(dm);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MVert *mvert = dm->getVertArray(dm);
int totvert = dm->getNumVerts(dm);
int totface = dm->getNumPolys(dm);
int i, seam;
UvMapVert *v;
UvVertMap *vmap;
float limit[2];
#ifndef USE_DYNSIZE
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CCGVertHDL *fverts = NULL;
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BLI_array_declare(fverts);
#endif
EdgeSet *eset;
float creaseFactor = (float)ccgSubSurf_getSubdivisionLevels(ss);
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float uv[3] = {0.0f, 0.0f, 0.0f}; /* only first 2 values are written into */
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limit[0] = limit[1] = STD_UV_CONNECT_LIMIT;
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/* previous behavior here is without accounting for winding, however this causes stretching in
* UV map in really simple cases with mirror + subsurf, see second part of T44530. Also, initially
* intention is to treat merged vertices from mirror modifier as seams, see code below with ME_VERT_MERGED
* This fixes a very old regression (2.49 was correct here) */
vmap = BKE_mesh_uv_vert_map_create(mpoly, mloop, mloopuv, totface, totvert, limit, false, true);
if (!vmap)
return 0;
ccgSubSurf_initFullSync(ss);
/* create vertices */
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for (i = 0; i < totvert; i++) {
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if (!BKE_mesh_uv_vert_map_get_vert(vmap, i))
continue;
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for (v = BKE_mesh_uv_vert_map_get_vert(vmap, i)->next; v; v = v->next)
if (v->separate)
break;
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seam = (v != NULL) || ((mvert + i)->flag & ME_VERT_MERGED);
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for (v = BKE_mesh_uv_vert_map_get_vert(vmap, i); v; v = v->next) {
if (v->separate) {
CCGVert *ssv;
int loopid = mpoly[v->f].loopstart + v->tfindex;
CCGVertHDL vhdl = SET_INT_IN_POINTER(loopid);
copy_v2_v2(uv, mloopuv[loopid].uv);
ccgSubSurf_syncVert(ss, vhdl, uv, seam, &ssv);
}
}
}
/* create edges */
eset = BLI_edgeset_new_ex(__func__, BLI_EDGEHASH_SIZE_GUESS_FROM_POLYS(totface));
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for (i = 0; i < totface; i++) {
2015-07-12 02:53:37 +10:00
MPoly *mp = &mpoly[i];
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int nverts = mp->totloop;
int j, j_next;
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CCGFace *origf = ccgSubSurf_getFace(origss, SET_INT_IN_POINTER(i));
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/* unsigned int *fv = &mp->v1; */
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MLoop *ml = mloop + mp->loopstart;
#ifdef USE_DYNSIZE
CCGVertHDL fverts[nverts];
#else
BLI_array_clear(fverts);
BLI_array_grow_items(fverts, nverts);
#endif
2011-10-30 09:48:59 +00:00
get_face_uv_map_vert(vmap, mpoly, ml, i, fverts);
for (j = 0, j_next = nverts - 1; j < nverts; j_next = j++) {
unsigned int v0 = GET_UINT_FROM_POINTER(fverts[j_next]);
unsigned int v1 = GET_UINT_FROM_POINTER(fverts[j]);
MVert *mv0 = mvert + (ml[j_next].v);
MVert *mv1 = mvert + (ml[j].v);
if (BLI_edgeset_add(eset, v0, v1)) {
CCGEdge *e, *orige = ccgSubSurf_getFaceEdge(origf, j_next);
CCGEdgeHDL ehdl = SET_INT_IN_POINTER(mp->loopstart + j_next);
float crease;
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if ((mv0->flag & mv1->flag) & ME_VERT_MERGED)
crease = creaseFactor;
else
crease = ccgSubSurf_getEdgeCrease(orige);
ccgSubSurf_syncEdge(ss, ehdl, fverts[j_next], fverts[j], crease, &e);
}
}
}
BLI_edgeset_free(eset);
/* create faces */
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for (i = 0; i < totface; i++) {
MPoly *mp = &mpoly[i];
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MLoop *ml = &mloop[mp->loopstart];
int nverts = mp->totloop;
CCGFace *f;
#ifdef USE_DYNSIZE
CCGVertHDL fverts[nverts];
#else
BLI_array_clear(fverts);
BLI_array_grow_items(fverts, nverts);
#endif
2011-10-30 09:48:59 +00:00
get_face_uv_map_vert(vmap, mpoly, ml, i, fverts);
ccgSubSurf_syncFace(ss, SET_INT_IN_POINTER(i), nverts, fverts, &f);
}
#ifndef USE_DYNSIZE
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BLI_array_free(fverts);
#endif
2011-10-30 09:48:59 +00:00
2012-05-05 21:28:12 +00:00
BKE_mesh_uv_vert_map_free(vmap);
ccgSubSurf_processSync(ss);
return 1;
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
static void UNUSED_FUNCTION(set_subsurf_osd_ccg_uv)(CCGSubSurf *ss,
DerivedMesh *dm,
DerivedMesh *result,
int layer_index)
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
{
CCGFace **faceMap;
MTFace *tf;
MLoopUV *mluv;
CCGFaceIterator fi;
int index, gridSize, gridFaces, totface, x, y, S;
MLoopUV *dmloopuv = CustomData_get_layer_n(&dm->loopData, CD_MLOOPUV, layer_index);
/* need to update both CD_MTFACE & CD_MLOOPUV, hrmf, we could get away with
* just tface except applying the modifier then looses subsurf UV */
MTFace *tface = CustomData_get_layer_n(&result->faceData, CD_MTFACE, layer_index);
MLoopUV *mloopuv = CustomData_get_layer_n(&result->loopData, CD_MLOOPUV, layer_index);
if (dmloopuv == NULL || (tface == NULL && mloopuv == NULL)) {
return;
}
ccgSubSurf_evaluatorSetFVarUV(ss, dm, layer_index);
/* get some info from CCGSubSurf */
totface = ccgSubSurf_getNumFaces(ss);
gridSize = ccgSubSurf_getGridSize(ss);
gridFaces = gridSize - 1;
/* make a map from original faces to CCGFaces */
faceMap = MEM_mallocN(totface * sizeof(*faceMap), "facemapuv");
for (ccgSubSurf_initFaceIterator(ss, &fi); !ccgFaceIterator_isStopped(&fi); ccgFaceIterator_next(&fi)) {
CCGFace *f = ccgFaceIterator_getCurrent(&fi);
faceMap[GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f))] = f;
}
/* load coordinates from uvss into tface */
tf = tface;
mluv = mloopuv;
for (index = 0; index < totface; index++) {
CCGFace *f = faceMap[index];
int numVerts = ccgSubSurf_getFaceNumVerts(f);
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
const int delta[4][2] = {{0, 0},
{0, 1},
{1, 1},
{1, 0}};
float uv[4][2];
int i;
for (i = 0; i < 4; i++) {
const int dx = delta[i][0],
dy = delta[i][1];
const float grid_u = ((float)(x + dx)) / (gridSize - 1),
grid_v = ((float)(y + dy)) / (gridSize - 1);
ccgSubSurf_evaluatorFVarUV(ss,
index,
S,
grid_u, grid_v,
uv[i]);
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
if (tf) {
copy_v2_v2(tf->uv[0], uv[0]);
copy_v2_v2(tf->uv[1], uv[1]);
copy_v2_v2(tf->uv[2], uv[2]);
copy_v2_v2(tf->uv[3], uv[3]);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
tf++;
}
if (mluv) {
copy_v2_v2(mluv[0].uv, uv[0]);
copy_v2_v2(mluv[1].uv, uv[1]);
copy_v2_v2(mluv[2].uv, uv[2]);
copy_v2_v2(mluv[3].uv, uv[3]);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
mluv += 4;
}
}
}
}
}
MEM_freeN(faceMap);
}
#endif /* WITH_OPENSUBDIV */
static void set_subsurf_legacy_uv(CCGSubSurf *ss, DerivedMesh *dm, DerivedMesh *result, int n)
{
CCGSubSurf *uvss;
CCGFace **faceMap;
MTFace *tf;
2011-10-30 09:48:59 +00:00
MLoopUV *mluv;
CCGFaceIterator fi;
2011-01-10 03:55:47 +00:00
int index, gridSize, gridFaces, /*edgeSize,*/ totface, x, y, S;
2011-10-30 09:48:59 +00:00
MLoopUV *dmloopuv = CustomData_get_layer_n(&dm->loopData, CD_MLOOPUV, n);
/* need to update both CD_MTFACE & CD_MLOOPUV, hrmf, we could get away with
* just tface except applying the modifier then looses subsurf UV */
MTFace *tface = CustomData_get_layer_n(&result->faceData, CD_MTFACE, n);
2011-10-30 09:48:59 +00:00
MLoopUV *mloopuv = CustomData_get_layer_n(&result->loopData, CD_MLOOPUV, n);
if (!dmloopuv || (!tface && !mloopuv))
return;
/* create a CCGSubSurf from uv's */
uvss = _getSubSurf(NULL, ccgSubSurf_getSubdivisionLevels(ss), 2, CCG_USE_ARENA);
if (!ss_sync_from_uv(uvss, ss, dm, dmloopuv)) {
ccgSubSurf_free(uvss);
return;
}
/* get some info from CCGSubSurf */
totface = ccgSubSurf_getNumFaces(uvss);
2011-01-10 03:55:47 +00:00
/* edgeSize = ccgSubSurf_getEdgeSize(uvss); */ /*UNUSED*/
gridSize = ccgSubSurf_getGridSize(uvss);
gridFaces = gridSize - 1;
/* make a map from original faces to CCGFaces */
2012-04-22 00:20:58 +00:00
faceMap = MEM_mallocN(totface * sizeof(*faceMap), "facemapuv");
for (ccgSubSurf_initFaceIterator(uvss, &fi); !ccgFaceIterator_isStopped(&fi); ccgFaceIterator_next(&fi)) {
CCGFace *f = ccgFaceIterator_getCurrent(&fi);
faceMap[GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f))] = f;
}
/* load coordinates from uvss into tface */
2012-04-22 00:20:58 +00:00
tf = tface;
mluv = mloopuv;
for (index = 0; index < totface; index++) {
CCGFace *f = faceMap[index];
int numVerts = ccgSubSurf_getFaceNumVerts(f);
2012-04-22 00:20:58 +00:00
for (S = 0; S < numVerts; S++) {
float (*faceGridData)[2] = ccgSubSurf_getFaceGridDataArray(uvss, f, S);
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
2012-04-22 00:20:58 +00:00
float *a = faceGridData[(y + 0) * gridSize + x + 0];
float *b = faceGridData[(y + 0) * gridSize + x + 1];
float *c = faceGridData[(y + 1) * gridSize + x + 1];
float *d = faceGridData[(y + 1) * gridSize + x + 0];
if (tf) {
copy_v2_v2(tf->uv[0], a);
copy_v2_v2(tf->uv[1], d);
copy_v2_v2(tf->uv[2], c);
copy_v2_v2(tf->uv[3], b);
tf++;
2011-10-30 09:48:59 +00:00
}
if (mluv) {
copy_v2_v2(mluv[0].uv, a);
copy_v2_v2(mluv[1].uv, d);
copy_v2_v2(mluv[2].uv, c);
copy_v2_v2(mluv[3].uv, b);
mluv += 4;
2011-10-30 09:48:59 +00:00
}
}
}
}
}
ccgSubSurf_free(uvss);
MEM_freeN(faceMap);
}
static void set_subsurf_uv(CCGSubSurf *ss,
DerivedMesh *dm,
DerivedMesh *result,
int layer_index)
{
#ifdef WITH_OPENSUBDIV
if (!ccgSubSurf_needGrids(ss)) {
/* GPU backend is used, no need to evaluate UVs on CPU. */
/* TODO(sergey): Think of how to support edit mode of UVs. */
}
else
#endif
{
set_subsurf_legacy_uv(ss, dm, result, layer_index);
}
}
/* face weighting */
typedef struct FaceVertWeightEntry {
FaceVertWeight *weight;
float *w;
int valid;
} FaceVertWeightEntry;
typedef struct WeightTable {
FaceVertWeightEntry *weight_table;
int len;
} WeightTable;
static float *get_ss_weights(WeightTable *wtable, int gridCuts, int faceLen)
{
int x, y, i, j;
float *w, w1, w2, w4, fac, fac2, fx, fy;
if (wtable->len <= faceLen) {
2012-04-22 00:20:58 +00:00
void *tmp = MEM_callocN(sizeof(FaceVertWeightEntry) * (faceLen + 1), "weight table alloc 2");
if (wtable->len) {
2012-04-22 00:20:58 +00:00
memcpy(tmp, wtable->weight_table, sizeof(FaceVertWeightEntry) * wtable->len);
MEM_freeN(wtable->weight_table);
}
wtable->weight_table = tmp;
2012-04-22 00:20:58 +00:00
wtable->len = faceLen + 1;
}
if (!wtable->weight_table[faceLen].valid) {
wtable->weight_table[faceLen].valid = 1;
2012-04-22 00:20:58 +00:00
wtable->weight_table[faceLen].w = w = MEM_callocN(sizeof(float) * faceLen * faceLen * (gridCuts + 2) * (gridCuts + 2), "weight table alloc");
fac = 1.0f / (float)faceLen;
2012-04-22 00:20:58 +00:00
for (i = 0; i < faceLen; i++) {
for (x = 0; x < gridCuts + 2; x++) {
for (y = 0; y < gridCuts + 2; y++) {
fx = 0.5f - (float)x / (float)(gridCuts + 1) / 2.0f;
fy = 0.5f - (float)y / (float)(gridCuts + 1) / 2.0f;
fac2 = faceLen - 4;
2012-04-22 00:20:58 +00:00
w1 = (1.0f - fx) * (1.0f - fy) + (-fac2 * fx * fy * fac);
w2 = (1.0f - fx + fac2 * fx * -fac) * (fy);
w4 = (fx) * (1.0f - fy + -fac2 * fy * fac);
/* these values aren't used for tri's and cause divide by zero */
if (faceLen > 3) {
fac2 = 1.0f - (w1 + w2 + w4);
fac2 = fac2 / (float)(faceLen - 3);
for (j = 0; j < faceLen; j++) {
w[j] = fac2;
}
}
w[i] = w1;
2012-04-22 00:20:58 +00:00
w[(i - 1 + faceLen) % faceLen] = w2;
w[(i + 1) % faceLen] = w4;
w += faceLen;
}
}
}
}
return wtable->weight_table[faceLen].w;
}
static void free_ss_weights(WeightTable *wtable)
{
int i;
2012-04-22 00:20:58 +00:00
for (i = 0; i < wtable->len; i++) {
if (wtable->weight_table[i].valid)
MEM_freeN(wtable->weight_table[i].w);
}
if (wtable->weight_table)
MEM_freeN(wtable->weight_table);
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
static void ss_sync_ccg_from_derivedmesh(CCGSubSurf *ss,
DerivedMesh *dm,
float (*vertexCos)[3],
int useFlatSubdiv)
{
float creaseFactor = (float) ccgSubSurf_getSubdivisionLevels(ss);
#ifndef USE_DYNSIZE
CCGVertHDL *fVerts = NULL;
BLI_array_declare(fVerts);
#endif
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MVert *mvert = dm->getVertArray(dm);
MEdge *medge = dm->getEdgeArray(dm);
/* MFace *mface = dm->getTessFaceArray(dm); */ /* UNUSED */
MVert *mv;
MEdge *me;
MLoop *mloop = dm->getLoopArray(dm), *ml;
MPoly *mpoly = dm->getPolyArray(dm), *mp;
2011-05-13 13:17:30 +00:00
/*MFace *mf;*/ /*UNUSED*/
int totvert = dm->getNumVerts(dm);
int totedge = dm->getNumEdges(dm);
/*int totface = dm->getNumTessFaces(dm);*/ /*UNUSED*/
/*int totpoly = dm->getNumFaces(dm);*/ /*UNUSED*/
int i, j;
int *index;
ccgSubSurf_initFullSync(ss);
mv = mvert;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
index = (int *)dm->getVertDataArray(dm, CD_ORIGINDEX);
for (i = 0; i < totvert; i++, mv++) {
CCGVert *v;
if (vertexCos) {
ccgSubSurf_syncVert(ss, SET_INT_IN_POINTER(i), vertexCos[i], 0, &v);
}
else {
ccgSubSurf_syncVert(ss, SET_INT_IN_POINTER(i), mv->co, 0, &v);
}
2012-04-22 00:20:58 +00:00
((int *)ccgSubSurf_getVertUserData(ss, v))[1] = (index) ? *index++ : i;
}
me = medge;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
index = (int *)dm->getEdgeDataArray(dm, CD_ORIGINDEX);
for (i = 0; i < totedge; i++, me++) {
CCGEdge *e;
float crease;
2011-05-11 09:31:00 +00:00
crease = useFlatSubdiv ? creaseFactor :
2012-04-22 00:20:58 +00:00
me->crease * creaseFactor / 255.0f;
ccgSubSurf_syncEdge(ss, SET_INT_IN_POINTER(i), SET_UINT_IN_POINTER(me->v1),
SET_UINT_IN_POINTER(me->v2), crease, &e);
2012-04-22 00:20:58 +00:00
((int *)ccgSubSurf_getEdgeUserData(ss, e))[1] = (index) ? *index++ : i;
}
mp = mpoly;
index = (int *)dm->getPolyDataArray(dm, CD_ORIGINDEX);
2012-04-22 00:20:58 +00:00
for (i = 0; i < dm->numPolyData; i++, mp++) {
CCGFace *f;
#ifdef USE_DYNSIZE
CCGVertHDL fVerts[mp->totloop];
#else
BLI_array_clear(fVerts);
BLI_array_grow_items(fVerts, mp->totloop);
#endif
ml = mloop + mp->loopstart;
2012-04-22 00:20:58 +00:00
for (j = 0; j < mp->totloop; j++, ml++) {
fVerts[j] = SET_UINT_IN_POINTER(ml->v);
}
/* this is very bad, means mesh is internally inconsistent.
* it is not really possible to continue without modifying
* other parts of code significantly to handle missing faces.
* since this really shouldn't even be possible we just bail.*/
if (ccgSubSurf_syncFace(ss, SET_INT_IN_POINTER(i), mp->totloop,
fVerts, &f) == eCCGError_InvalidValue)
{
static int hasGivenError = 0;
if (!hasGivenError) {
2012-02-05 07:44:40 +00:00
//XXX error("Unrecoverable error in SubSurf calculation,"
// " mesh is inconsistent.");
hasGivenError = 1;
}
2012-02-05 07:44:40 +00:00
return;
}
2012-04-22 00:20:58 +00:00
((int *)ccgSubSurf_getFaceUserData(ss, f))[1] = (index) ? *index++ : i;
}
ccgSubSurf_processSync(ss);
#ifndef USE_DYNSIZE
BLI_array_free(fVerts);
#endif
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
static void ss_sync_osd_from_derivedmesh(CCGSubSurf *ss,
DerivedMesh *dm)
{
ccgSubSurf_initFullSync(ss);
ccgSubSurf_prepareTopologyRefiner(ss, dm);
ccgSubSurf_processSync(ss);
}
#endif /* WITH_OPENSUBDIV */
static void ss_sync_from_derivedmesh(CCGSubSurf *ss,
DerivedMesh *dm,
float (*vertexCos)[3],
int use_flat_subdiv,
bool use_subdiv_uvs)
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
{
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#ifndef WITH_OPENSUBDIV
UNUSED_VARS(use_subdiv_uvs);
#endif
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
/* Reset all related descriptors if actual mesh topology changed or if
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* other evaluation-related settings changed.
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
*/
if (!ccgSubSurf_needGrids(ss)) {
/* TODO(sergey): Use vertex coordinates and flat subdiv flag. */
ccgSubSurf__sync_subdivUvs(ss, use_subdiv_uvs);
ccgSubSurf_checkTopologyChanged(ss, dm);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
ss_sync_osd_from_derivedmesh(ss, dm);
}
else
#endif
{
ss_sync_ccg_from_derivedmesh(ss, dm, vertexCos, use_flat_subdiv);
}
}
/***/
static int ccgDM_getVertMapIndex(CCGSubSurf *ss, CCGVert *v)
{
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return ((int *) ccgSubSurf_getVertUserData(ss, v))[1];
}
static int ccgDM_getEdgeMapIndex(CCGSubSurf *ss, CCGEdge *e)
{
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return ((int *) ccgSubSurf_getEdgeUserData(ss, e))[1];
}
static int ccgDM_getFaceMapIndex(CCGSubSurf *ss, CCGFace *f)
{
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return ((int *) ccgSubSurf_getFaceUserData(ss, f))[1];
}
static void minmax_v3_v3v3(const float vec[3], float min[3], float max[3])
{
if (min[0] > vec[0]) min[0] = vec[0];
if (min[1] > vec[1]) min[1] = vec[1];
if (min[2] > vec[2]) min[2] = vec[2];
if (max[0] < vec[0]) max[0] = vec[0];
if (max[1] < vec[1]) max[1] = vec[1];
if (max[2] < vec[2]) max[2] = vec[2];
}
static void ccgDM_getMinMax(DerivedMesh *dm, float r_min[3], float r_max[3])
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGVertIterator vi;
CCGEdgeIterator ei;
CCGFaceIterator fi;
CCGKey key;
int i, edgeSize = ccgSubSurf_getEdgeSize(ss);
int gridSize = ccgSubSurf_getGridSize(ss);
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
ccgSubSurf_getMinMax(ccgdm->ss, r_min, r_max);
return;
}
#endif
CCG_key_top_level(&key, ss);
if (!ccgSubSurf_getNumVerts(ss))
r_min[0] = r_min[1] = r_min[2] = r_max[0] = r_max[1] = r_max[2] = 0.0;
for (ccgSubSurf_initVertIterator(ss, &vi); !ccgVertIterator_isStopped(&vi); ccgVertIterator_next(&vi)) {
CCGVert *v = ccgVertIterator_getCurrent(&vi);
float *co = ccgSubSurf_getVertData(ss, v);
minmax_v3_v3v3(co, r_min, r_max);
}
for (ccgSubSurf_initEdgeIterator(ss, &ei); !ccgEdgeIterator_isStopped(&ei); ccgEdgeIterator_next(&ei)) {
CCGEdge *e = ccgEdgeIterator_getCurrent(&ei);
CCGElem *edgeData = ccgSubSurf_getEdgeDataArray(ss, e);
for (i = 0; i < edgeSize; i++)
minmax_v3_v3v3(CCG_elem_offset_co(&key, edgeData, i), r_min, r_max);
}
for (ccgSubSurf_initFaceIterator(ss, &fi); !ccgFaceIterator_isStopped(&fi); ccgFaceIterator_next(&fi)) {
CCGFace *f = ccgFaceIterator_getCurrent(&fi);
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
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for (S = 0; S < numVerts; S++) {
CCGElem *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
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for (y = 0; y < gridSize; y++)
for (x = 0; x < gridSize; x++)
minmax_v3_v3v3(CCG_grid_elem_co(&key, faceGridData, x, y), r_min, r_max);
}
}
}
static int ccgDM_getNumVerts(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
return ccgSubSurf_getNumFinalVerts(ccgdm->ss);
}
static int ccgDM_getNumEdges(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
return ccgSubSurf_getNumFinalEdges(ccgdm->ss);
}
static int ccgDM_getNumPolys(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
return ccgSubSurf_getNumFinalFaces(ccgdm->ss);
}
static int ccgDM_getNumTessFaces(DerivedMesh *dm)
{
return dm->numTessFaceData;
}
static int ccgDM_getNumLoops(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
/* All subsurf faces are quads */
return 4 * ccgSubSurf_getNumFinalFaces(ccgdm->ss);
}
static void ccgDM_getFinalVert(DerivedMesh *dm, int vertNum, MVert *mv)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGElem *vd;
CCGKey key;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
int i;
CCG_key_top_level(&key, ss);
memset(mv, 0, sizeof(*mv));
if ((vertNum < ccgdm->edgeMap[0].startVert) && (ccgSubSurf_getNumFaces(ss) > 0)) {
/* this vert comes from face data */
int lastface = ccgSubSurf_getNumFaces(ss) - 1;
CCGFace *f;
int x, y, grid, numVerts;
int offset;
int gridSize = ccgSubSurf_getGridSize(ss);
int gridSideVerts;
int gridInternalVerts;
int gridSideEnd;
int gridInternalEnd;
i = 0;
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while (i < lastface && vertNum >= ccgdm->faceMap[i + 1].startVert) {
i++;
}
f = ccgdm->faceMap[i].face;
numVerts = ccgSubSurf_getFaceNumVerts(f);
gridSideVerts = gridSize - 2;
gridInternalVerts = gridSideVerts * gridSideVerts;
gridSideEnd = 1 + numVerts * gridSideVerts;
gridInternalEnd = gridSideEnd + numVerts * gridInternalVerts;
offset = vertNum - ccgdm->faceMap[i].startVert;
if (offset < 1) {
vd = ccgSubSurf_getFaceCenterData(f);
copy_v3_v3(mv->co, CCG_elem_co(&key, vd));
normal_float_to_short_v3(mv->no, CCG_elem_no(&key, vd));
}
else if (offset < gridSideEnd) {
offset -= 1;
grid = offset / gridSideVerts;
x = offset % gridSideVerts + 1;
vd = ccgSubSurf_getFaceGridEdgeData(ss, f, grid, x);
copy_v3_v3(mv->co, CCG_elem_co(&key, vd));
normal_float_to_short_v3(mv->no, CCG_elem_no(&key, vd));
}
else if (offset < gridInternalEnd) {
offset -= gridSideEnd;
grid = offset / gridInternalVerts;
offset %= gridInternalVerts;
y = offset / gridSideVerts + 1;
x = offset % gridSideVerts + 1;
vd = ccgSubSurf_getFaceGridData(ss, f, grid, x, y);
copy_v3_v3(mv->co, CCG_elem_co(&key, vd));
normal_float_to_short_v3(mv->no, CCG_elem_no(&key, vd));
}
}
else if ((vertNum < ccgdm->vertMap[0].startVert) && (ccgSubSurf_getNumEdges(ss) > 0)) {
/* this vert comes from edge data */
CCGEdge *e;
int lastedge = ccgSubSurf_getNumEdges(ss) - 1;
int x;
i = 0;
2012-05-09 09:24:15 +00:00
while (i < lastedge && vertNum >= ccgdm->edgeMap[i + 1].startVert) {
i++;
}
e = ccgdm->edgeMap[i].edge;
x = vertNum - ccgdm->edgeMap[i].startVert + 1;
vd = ccgSubSurf_getEdgeData(ss, e, x);
copy_v3_v3(mv->co, CCG_elem_co(&key, vd));
normal_float_to_short_v3(mv->no, CCG_elem_no(&key, vd));
}
else {
/* this vert comes from vert data */
CCGVert *v;
i = vertNum - ccgdm->vertMap[0].startVert;
v = ccgdm->vertMap[i].vert;
vd = ccgSubSurf_getVertData(ss, v);
copy_v3_v3(mv->co, CCG_elem_co(&key, vd));
normal_float_to_short_v3(mv->no, CCG_elem_no(&key, vd));
}
}
static void ccgDM_getFinalVertCo(DerivedMesh *dm, int vertNum, float r_co[3])
{
MVert mvert;
ccgDM_getFinalVert(dm, vertNum, &mvert);
copy_v3_v3(r_co, mvert.co);
}
static void ccgDM_getFinalVertNo(DerivedMesh *dm, int vertNum, float r_no[3])
{
MVert mvert;
ccgDM_getFinalVert(dm, vertNum, &mvert);
normal_short_to_float_v3(r_no, mvert.no);
}
static void ccgDM_getFinalEdge(DerivedMesh *dm, int edgeNum, MEdge *med)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
int i;
memset(med, 0, sizeof(*med));
if (edgeNum < ccgdm->edgeMap[0].startEdge) {
/* this edge comes from face data */
int lastface = ccgSubSurf_getNumFaces(ss) - 1;
CCGFace *f;
2011-01-10 03:55:47 +00:00
int x, y, grid /*, numVerts*/;
int offset;
int gridSize = ccgSubSurf_getGridSize(ss);
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int gridSideEdges;
int gridInternalEdges;
/* code added in bmesh but works correctly without, commenting - campbell */
#if 0
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int lasti, previ;
i = lastface;
lasti = 0;
while (1) {
previ = i;
if (ccgdm->faceMap[i].startEdge >= edgeNum) {
i -= fabsf(i - lasti) / 2.0f;
}
else if (ccgdm->faceMap[i].startEdge < edgeNum) {
i += fabsf(i - lasti) / 2.0f;
}
else {
break;
}
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if (i < 0) {
i = 0;
break;
}
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if (i > lastface) {
i = lastface;
break;
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}
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if (i == lasti)
break;
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lasti = previ;
}
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i = i > 0 ? i - 1 : i;
#endif
i = 0;
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while (i < lastface && edgeNum >= ccgdm->faceMap[i + 1].startEdge) {
i++;
}
f = ccgdm->faceMap[i].face;
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/* numVerts = ccgSubSurf_getFaceNumVerts(f); */ /*UNUSED*/
gridSideEdges = gridSize - 1;
gridInternalEdges = (gridSideEdges - 1) * gridSideEdges * 2;
offset = edgeNum - ccgdm->faceMap[i].startEdge;
grid = offset / (gridSideEdges + gridInternalEdges);
offset %= (gridSideEdges + gridInternalEdges);
if (offset < gridSideEdges) {
x = offset;
med->v1 = getFaceIndex(ss, f, grid, x, 0, edgeSize, gridSize);
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med->v2 = getFaceIndex(ss, f, grid, x + 1, 0, edgeSize, gridSize);
}
else {
offset -= gridSideEdges;
x = (offset / 2) / gridSideEdges + 1;
y = (offset / 2) % gridSideEdges;
if (offset % 2 == 0) {
med->v1 = getFaceIndex(ss, f, grid, x, y, edgeSize, gridSize);
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med->v2 = getFaceIndex(ss, f, grid, x, y + 1, edgeSize, gridSize);
}
else {
med->v1 = getFaceIndex(ss, f, grid, y, x, edgeSize, gridSize);
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med->v2 = getFaceIndex(ss, f, grid, y + 1, x, edgeSize, gridSize);
}
}
}
else {
/* this vert comes from edge data */
CCGEdge *e;
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int x;
short *edgeFlag;
unsigned int flags = 0;
i = (edgeNum - ccgdm->edgeMap[0].startEdge) / (edgeSize - 1);
e = ccgdm->edgeMap[i].edge;
if (!ccgSubSurf_getEdgeNumFaces(e)) flags |= ME_LOOSEEDGE;
x = edgeNum - ccgdm->edgeMap[i].startEdge;
med->v1 = getEdgeIndex(ss, e, x, edgeSize);
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med->v2 = getEdgeIndex(ss, e, x + 1, edgeSize);
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edgeFlag = (ccgdm->edgeFlags) ? &ccgdm->edgeFlags[i] : NULL;
if (edgeFlag)
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flags |= (*edgeFlag & (ME_SEAM | ME_SHARP)) | ME_EDGEDRAW | ME_EDGERENDER;
else
flags |= ME_EDGEDRAW | ME_EDGERENDER;
med->flag = flags;
}
}
static void ccgDM_getFinalFace(DerivedMesh *dm, int faceNum, MFace *mf)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
int gridSize = ccgSubSurf_getGridSize(ss);
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int gridSideEdges = gridSize - 1;
int gridFaces = gridSideEdges * gridSideEdges;
int i;
CCGFace *f;
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/*int numVerts;*/
int offset;
int grid;
int x, y;
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/*int lastface = ccgSubSurf_getNumFaces(ss) - 1;*/ /*UNUSED*/
DMFlagMat *faceFlags = ccgdm->faceFlags;
memset(mf, 0, sizeof(*mf));
if (faceNum >= ccgdm->dm.numTessFaceData)
return;
i = ccgdm->reverseFaceMap[faceNum];
f = ccgdm->faceMap[i].face;
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/*numVerts = ccgSubSurf_getFaceNumVerts(f);*/ /*UNUSED*/
offset = faceNum - ccgdm->faceMap[i].startFace;
grid = offset / gridFaces;
offset %= gridFaces;
y = offset / gridSideEdges;
x = offset % gridSideEdges;
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mf->v1 = getFaceIndex(ss, f, grid, x + 0, y + 0, edgeSize, gridSize);
mf->v2 = getFaceIndex(ss, f, grid, x + 0, y + 1, edgeSize, gridSize);
mf->v3 = getFaceIndex(ss, f, grid, x + 1, y + 1, edgeSize, gridSize);
mf->v4 = getFaceIndex(ss, f, grid, x + 1, y + 0, edgeSize, gridSize);
if (faceFlags) {
mf->flag = faceFlags[i].flag;
mf->mat_nr = faceFlags[i].mat_nr;
}
else {
mf->flag = ME_SMOOTH;
}
mf->edcode = 0;
}
/* Translate GridHidden into the ME_HIDE flag for MVerts. Assumes
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* vertices are in the order output by ccgDM_copyFinalVertArray. */
void subsurf_copy_grid_hidden(DerivedMesh *dm, const MPoly *mpoly,
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MVert *mvert, const MDisps *mdisps)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCGSubSurf *ss = ccgdm->ss;
int level = ccgSubSurf_getSubdivisionLevels(ss);
int gridSize = ccgSubSurf_getGridSize(ss);
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int totface = ccgSubSurf_getNumFaces(ss);
int i, j, x, y;
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
for (j = 0; j < mpoly[i].totloop; j++) {
const MDisps *md = &mdisps[mpoly[i].loopstart + j];
int hidden_gridsize = BKE_ccg_gridsize(md->level);
int factor = BKE_ccg_factor(level, md->level);
BLI_bitmap *hidden = md->hidden;
if (!hidden)
continue;
for (y = 0; y < gridSize; y++) {
for (x = 0; x < gridSize; x++) {
int vndx, offset;
vndx = getFaceIndex(ss, f, j, x, y, edgeSize, gridSize);
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offset = (y * factor) * hidden_gridsize + (x * factor);
if (BLI_BITMAP_TEST(hidden, offset))
mvert[vndx].flag |= ME_HIDE;
}
}
}
}
}
/* Translate GridPaintMask into vertex paint masks. Assumes vertices
2012-05-16 23:37:23 +00:00
* are in the order output by ccgDM_copyFinalVertArray. */
void subsurf_copy_grid_paint_mask(DerivedMesh *dm, const MPoly *mpoly,
float *paint_mask,
const GridPaintMask *grid_paint_mask)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCGSubSurf *ss = ccgdm->ss;
int level = ccgSubSurf_getSubdivisionLevels(ss);
int gridSize = ccgSubSurf_getGridSize(ss);
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int totface = ccgSubSurf_getNumFaces(ss);
int i, j, x, y, factor, gpm_gridsize;
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
const MPoly *p = &mpoly[i];
for (j = 0; j < p->totloop; j++) {
const GridPaintMask *gpm = &grid_paint_mask[p->loopstart + j];
if (!gpm->data)
continue;
factor = BKE_ccg_factor(level, gpm->level);
gpm_gridsize = BKE_ccg_gridsize(gpm->level);
for (y = 0; y < gridSize; y++) {
for (x = 0; x < gridSize; x++) {
int vndx, offset;
vndx = getFaceIndex(ss, f, j, x, y, edgeSize, gridSize);
offset = y * factor * gpm_gridsize + x * factor;
paint_mask[vndx] = gpm->data[offset];
}
}
}
}
}
/* utility functon */
BLI_INLINE void ccgDM_to_MVert(MVert *mv, const CCGKey *key, CCGElem *elem)
{
copy_v3_v3(mv->co, CCG_elem_co(key, elem));
normal_float_to_short_v3(mv->no, CCG_elem_no(key, elem));
mv->flag = mv->bweight = 0;
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static void ccgDM_copyFinalVertArray(DerivedMesh *dm, MVert *mvert)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGElem *vd;
CCGKey key;
int index;
int totvert, totedge, totface;
int gridSize = ccgSubSurf_getGridSize(ss);
int edgeSize = ccgSubSurf_getEdgeSize(ss);
unsigned int i = 0;
CCG_key_top_level(&key, ss);
totface = ccgSubSurf_getNumFaces(ss);
for (index = 0; index < totface; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int x, y, S, numVerts = ccgSubSurf_getFaceNumVerts(f);
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vd = ccgSubSurf_getFaceCenterData(f);
ccgDM_to_MVert(&mvert[i++], &key, vd);
for (S = 0; S < numVerts; S++) {
for (x = 1; x < gridSize - 1; x++) {
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vd = ccgSubSurf_getFaceGridEdgeData(ss, f, S, x);
ccgDM_to_MVert(&mvert[i++], &key, vd);
}
}
for (S = 0; S < numVerts; S++) {
for (y = 1; y < gridSize - 1; y++) {
for (x = 1; x < gridSize - 1; x++) {
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vd = ccgSubSurf_getFaceGridData(ss, f, S, x, y);
ccgDM_to_MVert(&mvert[i++], &key, vd);
}
}
}
}
totedge = ccgSubSurf_getNumEdges(ss);
for (index = 0; index < totedge; index++) {
CCGEdge *e = ccgdm->edgeMap[index].edge;
int x;
for (x = 1; x < edgeSize - 1; x++) {
/* This gives errors with -debug-fpe
2012-03-18 07:38:51 +00:00
* the normals don't seem to be unit length.
* this is most likely caused by edges with no
* faces which are now zerod out, see comment in:
* ccgSubSurf__calcVertNormals(), - campbell */
vd = ccgSubSurf_getEdgeData(ss, e, x);
ccgDM_to_MVert(&mvert[i++], &key, vd);
}
}
totvert = ccgSubSurf_getNumVerts(ss);
for (index = 0; index < totvert; index++) {
CCGVert *v = ccgdm->vertMap[index].vert;
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vd = ccgSubSurf_getVertData(ss, v);
ccgDM_to_MVert(&mvert[i++], &key, vd);
}
}
/* utility functon */
BLI_INLINE void ccgDM_to_MEdge(MEdge *med, const int v1, const int v2, const short flag)
{
med->v1 = v1;
med->v2 = v2;
med->crease = med->bweight = 0;
med->flag = flag;
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static void ccgDM_copyFinalEdgeArray(DerivedMesh *dm, MEdge *medge)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
int index;
int totedge, totface;
int gridSize = ccgSubSurf_getGridSize(ss);
int edgeSize = ccgSubSurf_getEdgeSize(ss);
unsigned int i = 0;
short *edgeFlags = ccgdm->edgeFlags;
const short ed_interior_flag = ccgdm->drawInteriorEdges ? (ME_EDGEDRAW | ME_EDGERENDER) : 0;
totface = ccgSubSurf_getNumFaces(ss);
for (index = 0; index < totface; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int x, y, S, numVerts = ccgSubSurf_getFaceNumVerts(f);
for (S = 0; S < numVerts; S++) {
for (x = 0; x < gridSize - 1; x++) {
ccgDM_to_MEdge(&medge[i++],
getFaceIndex(ss, f, S, x, 0, edgeSize, gridSize),
getFaceIndex(ss, f, S, x + 1, 0, edgeSize, gridSize),
ed_interior_flag);
}
for (x = 1; x < gridSize - 1; x++) {
for (y = 0; y < gridSize - 1; y++) {
ccgDM_to_MEdge(&medge[i++],
getFaceIndex(ss, f, S, x, y, edgeSize, gridSize),
getFaceIndex(ss, f, S, x, y + 1, edgeSize, gridSize),
ed_interior_flag);
ccgDM_to_MEdge(&medge[i++],
getFaceIndex(ss, f, S, y, x, edgeSize, gridSize),
getFaceIndex(ss, f, S, y + 1, x, edgeSize, gridSize),
ed_interior_flag);
}
}
}
}
totedge = ccgSubSurf_getNumEdges(ss);
for (index = 0; index < totedge; index++) {
CCGEdge *e = ccgdm->edgeMap[index].edge;
short ed_flag = 0;
int x;
int edgeIdx = GET_INT_FROM_POINTER(ccgSubSurf_getEdgeEdgeHandle(e));
if (!ccgSubSurf_getEdgeNumFaces(e)) {
ed_flag |= ME_LOOSEEDGE;
}
if (edgeFlags) {
if (edgeIdx != -1) {
ed_flag |= ((edgeFlags[index] & (ME_SEAM | ME_SHARP)) | ME_EDGEDRAW | ME_EDGERENDER);
}
}
else {
ed_flag |= ME_EDGEDRAW | ME_EDGERENDER;
}
for (x = 0; x < edgeSize - 1; x++) {
ccgDM_to_MEdge(&medge[i++],
getEdgeIndex(ss, e, x, edgeSize),
getEdgeIndex(ss, e, x + 1, edgeSize),
ed_flag);
}
}
}
static void ccgDM_copyFinalFaceArray(DerivedMesh *dm, MFace *mface)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
int index;
int totface;
int gridSize = ccgSubSurf_getGridSize(ss);
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int i = 0;
DMFlagMat *faceFlags = ccgdm->faceFlags;
totface = dm->getNumTessFaces(dm);
for (index = 0; index < totface; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int x, y, S, numVerts = ccgSubSurf_getFaceNumVerts(f);
/* keep types in sync with MFace, avoid many conversions */
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char flag = (faceFlags) ? faceFlags[index].flag : ME_SMOOTH;
short mat_nr = (faceFlags) ? faceFlags[index].mat_nr : 0;
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridSize - 1; y++) {
for (x = 0; x < gridSize - 1; x++) {
MFace *mf = &mface[i];
mf->v1 = getFaceIndex(ss, f, S, x + 0, y + 0,
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edgeSize, gridSize);
mf->v2 = getFaceIndex(ss, f, S, x + 0, y + 1,
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edgeSize, gridSize);
mf->v3 = getFaceIndex(ss, f, S, x + 1, y + 1,
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edgeSize, gridSize);
mf->v4 = getFaceIndex(ss, f, S, x + 1, y + 0,
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edgeSize, gridSize);
mf->mat_nr = mat_nr;
mf->flag = flag;
mf->edcode = 0;
i++;
}
}
}
}
}
typedef struct CopyFinalLoopArrayData {
CCGDerivedMesh *ccgdm;
MLoop *mloop;
int grid_size;
int *grid_offset;
int edge_size;
size_t mloop_index;
} CopyFinalLoopArrayData;
static void copyFinalLoopArray_task_cb(
void *__restrict userdata,
const int iter,
const ParallelRangeTLS *__restrict UNUSED(tls))
{
CopyFinalLoopArrayData *data = userdata;
CCGDerivedMesh *ccgdm = data->ccgdm;
CCGSubSurf *ss = ccgdm->ss;
const int grid_size = data->grid_size;
const int edge_size = data->edge_size;
CCGFace *f = ccgdm->faceMap[iter].face;
const int num_verts = ccgSubSurf_getFaceNumVerts(f);
const int grid_index = data->grid_offset[iter];
const size_t loop_index = 4 * (size_t)grid_index * (grid_size - 1) * (grid_size - 1);
MLoop *ml = &data->mloop[loop_index];
for (int S = 0; S < num_verts; S++) {
for (int y = 0; y < grid_size - 1; y++) {
for (int x = 0; x < grid_size - 1; x++) {
uint v1 = getFaceIndex(ss, f, S, x + 0, y + 0,
edge_size, grid_size);
uint v2 = getFaceIndex(ss, f, S, x + 0, y + 1,
edge_size, grid_size);
uint v3 = getFaceIndex(ss, f, S, x + 1, y + 1,
edge_size, grid_size);
uint v4 = getFaceIndex(ss, f, S, x + 1, y + 0,
edge_size, grid_size);
ml->v = v1;
ml->e = GET_UINT_FROM_POINTER(BLI_edgehash_lookup(ccgdm->ehash, v1, v2));
ml++;
ml->v = v2;
ml->e = GET_UINT_FROM_POINTER(BLI_edgehash_lookup(ccgdm->ehash, v2, v3));
ml++;
ml->v = v3;
ml->e = GET_UINT_FROM_POINTER(BLI_edgehash_lookup(ccgdm->ehash, v3, v4));
ml++;
ml->v = v4;
ml->e = GET_UINT_FROM_POINTER(BLI_edgehash_lookup(ccgdm->ehash, v4, v1));
ml++;
}
}
}
}
static void ccgDM_copyFinalLoopArray(DerivedMesh *dm, MLoop *mloop)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
if (!ccgdm->ehash) {
BLI_mutex_lock(&ccgdm->loops_cache_lock);
if (!ccgdm->ehash) {
MEdge *medge;
EdgeHash *ehash;
ehash = BLI_edgehash_new_ex(__func__, ccgdm->dm.numEdgeData);
medge = ccgdm->dm.getEdgeArray((DerivedMesh *)ccgdm);
for (int i = 0; i < ccgdm->dm.numEdgeData; i++) {
BLI_edgehash_insert(ehash, medge[i].v1, medge[i].v2, SET_INT_IN_POINTER(i));
}
2018-01-21 11:41:28 +11:00
atomic_cas_ptr((void **)&ccgdm->ehash, ccgdm->ehash, ehash);
}
BLI_mutex_unlock(&ccgdm->loops_cache_lock);
}
CopyFinalLoopArrayData data;
data.ccgdm = ccgdm;
data.mloop = mloop;
data.grid_size = ccgSubSurf_getGridSize(ss);
data.grid_offset = dm->getGridOffset(dm);
data.edge_size = ccgSubSurf_getEdgeSize(ss);
/* NOTE: For a dense subdivision we've got enough work for each face and
* hence can dedicate whole thread to single face. For less dense
* subdivision we handle multiple faces per thread.
*/
data.mloop_index = data.grid_size >= 5 ? 1 : 8;
ParallelRangeSettings settings;
BLI_parallel_range_settings_defaults(&settings);
settings.min_iter_per_thread = 1;
BLI_task_parallel_range(0, ccgSubSurf_getNumFaces(ss),
&data,
copyFinalLoopArray_task_cb,
&settings);
2009-08-18 20:05:08 +00:00
}
static void ccgDM_copyFinalPolyArray(DerivedMesh *dm, MPoly *mpoly)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
int index;
int totface;
int gridSize = ccgSubSurf_getGridSize(ss);
/* int edgeSize = ccgSubSurf_getEdgeSize(ss); */ /* UNUSED */
int i = 0, k = 0;
DMFlagMat *faceFlags = ccgdm->faceFlags;
totface = ccgSubSurf_getNumFaces(ss);
for (index = 0; index < totface; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int x, y, S, numVerts = ccgSubSurf_getFaceNumVerts(f);
2012-04-22 00:20:58 +00:00
int flag = (faceFlags) ? faceFlags[index].flag : ME_SMOOTH;
int mat_nr = (faceFlags) ? faceFlags[index].mat_nr : 0;
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridSize - 1; y++) {
for (x = 0; x < gridSize - 1; x++) {
MPoly *mp = &mpoly[i];
mp->mat_nr = mat_nr;
mp->flag = flag;
mp->loopstart = k;
mp->totloop = 4;
k += 4;
i++;
}
}
}
}
}
static void ccgdm_getVertCos(DerivedMesh *dm, float (*cos)[3])
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int gridSize = ccgSubSurf_getGridSize(ss);
int i;
CCGVertIterator vi;
CCGEdgeIterator ei;
CCGFaceIterator fi;
CCGFace **faceMap2;
CCGEdge **edgeMap2;
CCGVert **vertMap2;
int index, totvert, totedge, totface;
totvert = ccgSubSurf_getNumVerts(ss);
2012-04-22 00:20:58 +00:00
vertMap2 = MEM_mallocN(totvert * sizeof(*vertMap2), "vertmap");
for (ccgSubSurf_initVertIterator(ss, &vi); !ccgVertIterator_isStopped(&vi); ccgVertIterator_next(&vi)) {
CCGVert *v = ccgVertIterator_getCurrent(&vi);
vertMap2[GET_INT_FROM_POINTER(ccgSubSurf_getVertVertHandle(v))] = v;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
}
totedge = ccgSubSurf_getNumEdges(ss);
2012-04-22 00:20:58 +00:00
edgeMap2 = MEM_mallocN(totedge * sizeof(*edgeMap2), "edgemap");
for (ccgSubSurf_initEdgeIterator(ss, &ei), i = 0; !ccgEdgeIterator_isStopped(&ei); i++, ccgEdgeIterator_next(&ei)) {
CCGEdge *e = ccgEdgeIterator_getCurrent(&ei);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
edgeMap2[GET_INT_FROM_POINTER(ccgSubSurf_getEdgeEdgeHandle(e))] = e;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
}
totface = ccgSubSurf_getNumFaces(ss);
2012-04-22 00:20:58 +00:00
faceMap2 = MEM_mallocN(totface * sizeof(*faceMap2), "facemap");
for (ccgSubSurf_initFaceIterator(ss, &fi); !ccgFaceIterator_isStopped(&fi); ccgFaceIterator_next(&fi)) {
CCGFace *f = ccgFaceIterator_getCurrent(&fi);
faceMap2[GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f))] = f;
}
i = 0;
2012-04-22 00:20:58 +00:00
for (index = 0; index < totface; index++) {
CCGFace *f = faceMap2[index];
int x, y, S, numVerts = ccgSubSurf_getFaceNumVerts(f);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
copy_v3_v3(cos[i++], ccgSubSurf_getFaceCenterData(f));
2012-04-22 00:20:58 +00:00
for (S = 0; S < numVerts; S++) {
for (x = 1; x < gridSize - 1; x++) {
copy_v3_v3(cos[i++], ccgSubSurf_getFaceGridEdgeData(ss, f, S, x));
}
}
2012-04-22 00:20:58 +00:00
for (S = 0; S < numVerts; S++) {
for (y = 1; y < gridSize - 1; y++) {
for (x = 1; x < gridSize - 1; x++) {
copy_v3_v3(cos[i++], ccgSubSurf_getFaceGridData(ss, f, S, x, y));
}
}
}
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
}
2012-04-22 00:20:58 +00:00
for (index = 0; index < totedge; index++) {
CCGEdge *e = edgeMap2[index];
int x;
2012-04-22 00:20:58 +00:00
for (x = 1; x < edgeSize - 1; x++) {
copy_v3_v3(cos[i++], ccgSubSurf_getEdgeData(ss, e, x));
}
}
2012-04-22 00:20:58 +00:00
for (index = 0; index < totvert; index++) {
CCGVert *v = vertMap2[index];
copy_v3_v3(cos[i++], ccgSubSurf_getVertData(ss, v));
}
MEM_freeN(vertMap2);
MEM_freeN(edgeMap2);
MEM_freeN(faceMap2);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
}
static void ccgDM_foreachMappedVert(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float co[3], const float no_f[3], const short no_s[3]),
void *userData,
DMForeachFlag flag)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGVertIterator vi;
CCGKey key;
CCG_key_top_level(&key, ccgdm->ss);
for (ccgSubSurf_initVertIterator(ccgdm->ss, &vi); !ccgVertIterator_isStopped(&vi); ccgVertIterator_next(&vi)) {
CCGVert *v = ccgVertIterator_getCurrent(&vi);
const int index = ccgDM_getVertMapIndex(ccgdm->ss, v);
if (index != -1) {
CCGElem *vd = ccgSubSurf_getVertData(ccgdm->ss, v);
const float *no = (flag & DM_FOREACH_USE_NORMAL) ? CCG_elem_no(&key, vd) : NULL;
func(userData, index, CCG_elem_co(&key, vd), no, NULL);
}
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
}
}
static void ccgDM_foreachMappedEdge(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float v0co[3], const float v1co[3]),
void *userData)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGEdgeIterator ei;
CCGKey key;
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
int i, edgeSize = ccgSubSurf_getEdgeSize(ss);
CCG_key_top_level(&key, ss);
for (ccgSubSurf_initEdgeIterator(ss, &ei); !ccgEdgeIterator_isStopped(&ei); ccgEdgeIterator_next(&ei)) {
CCGEdge *e = ccgEdgeIterator_getCurrent(&ei);
const int index = ccgDM_getEdgeMapIndex(ss, e);
2012-04-22 00:20:58 +00:00
if (index != -1) {
CCGElem *edgeData = ccgSubSurf_getEdgeDataArray(ss, e);
for (i = 0; i < edgeSize - 1; i++) {
func(userData, index, CCG_elem_offset_co(&key, edgeData, i), CCG_elem_offset_co(&key, edgeData, i + 1));
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
}
}
}
static void ccgDM_foreachMappedLoop(
DerivedMesh *dm,
void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
void *userData,
DMForeachFlag flag)
{
/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
* return loop data from bmesh itself. */
const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
MVert *mv = dm->getVertArray(dm);
MLoop *ml = dm->getLoopArray(dm);
MPoly *mp = dm->getPolyArray(dm);
const int *v_index = dm->getVertDataArray(dm, CD_ORIGINDEX);
const int *f_index = dm->getPolyDataArray(dm, CD_ORIGINDEX);
int p_idx, i;
for (p_idx = 0; p_idx < dm->numPolyData; ++p_idx, ++mp) {
for (i = 0; i < mp->totloop; ++i, ++ml) {
const int v_idx = v_index ? v_index[ml->v] : ml->v;
const int f_idx = f_index ? f_index[p_idx] : p_idx;
const float *no = lnors ? *lnors++ : NULL;
if (!ELEM(ORIGINDEX_NONE, v_idx, f_idx)) {
func(userData, v_idx, f_idx, mv[ml->v].co, no);
}
}
}
}
static void ccgDM_drawVerts(DerivedMesh *dm)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
int edgeSize = ccgSubSurf_getEdgeSize(ss);
int gridSize = ccgSubSurf_getGridSize(ss);
CCGVertIterator vi;
CCGEdgeIterator ei;
CCGFaceIterator fi;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
glBegin(GL_POINTS);
for (ccgSubSurf_initVertIterator(ss, &vi); !ccgVertIterator_isStopped(&vi); ccgVertIterator_next(&vi)) {
CCGVert *v = ccgVertIterator_getCurrent(&vi);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
glVertex3fv(ccgSubSurf_getVertData(ss, v));
}
for (ccgSubSurf_initEdgeIterator(ss, &ei); !ccgEdgeIterator_isStopped(&ei); ccgEdgeIterator_next(&ei)) {
CCGEdge *e = ccgEdgeIterator_getCurrent(&ei);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
int x;
2012-04-22 00:20:58 +00:00
for (x = 1; x < edgeSize - 1; x++)
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
glVertex3fv(ccgSubSurf_getEdgeData(ss, e, x));
}
for (ccgSubSurf_initFaceIterator(ss, &fi); !ccgFaceIterator_isStopped(&fi); ccgFaceIterator_next(&fi)) {
CCGFace *f = ccgFaceIterator_getCurrent(&fi);
int x, y, S, numVerts = ccgSubSurf_getFaceNumVerts(f);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
glVertex3fv(ccgSubSurf_getFaceCenterData(f));
2012-04-22 00:20:58 +00:00
for (S = 0; S < numVerts; S++)
for (x = 1; x < gridSize - 1; x++)
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
glVertex3fv(ccgSubSurf_getFaceGridEdgeData(ss, f, S, x));
2012-04-22 00:20:58 +00:00
for (S = 0; S < numVerts; S++)
for (y = 1; y < gridSize - 1; y++)
for (x = 1; x < gridSize - 1; x++)
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 07:37:15 +00:00
glVertex3fv(ccgSubSurf_getFaceGridData(ss, f, S, x, y));
}
glEnd();
}
static void ccgdm_pbvh_update(CCGDerivedMesh *ccgdm)
{
if (ccgdm->pbvh && ccgDM_use_grid_pbvh(ccgdm)) {
CCGFace **faces;
int totface;
BKE_pbvh_get_grid_updates(ccgdm->pbvh, 1, (void ***)&faces, &totface);
if (totface) {
ccgSubSurf_updateFromFaces(ccgdm->ss, 0, faces, totface);
ccgSubSurf_updateNormals(ccgdm->ss, faces, totface);
MEM_freeN(faces);
}
}
}
2014-04-17 19:33:54 +10:00
static void ccgDM_drawEdges(DerivedMesh *dm, bool drawLooseEdges, bool drawAllEdges)
{
GPUDrawObject *gdo;
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
/* TODO(sergey): We currently only support all edges drawing. */
if (ccgSubSurf_prepareGLMesh(ccgdm->ss, true, -1)) {
2015-07-24 17:11:50 +10:00
ccgSubSurf_drawGLMesh(ccgdm->ss, false, -1, -1);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
return;
}
#endif
ccgdm_pbvh_update(ccgdm);
/* old debug feature for edges, unsupported for now */
#if 0
int useAging = 0;
if (!(G.f & G_BACKBUFSEL)) {
CCGSubSurf *ss = ccgdm->ss;
ccgSubSurf_getUseAgeCounts(ss, &useAging, NULL, NULL, NULL);
/* it needs some way to upload this to VBO now */
if (useAging) {
2012-04-22 00:20:58 +00:00
int ageCol = 255 - ccgSubSurf_getEdgeAge(ss, e) * 4;
glColor3ub(0, ageCol > 0 ? ageCol : 0, 0);
}
}
#endif
GPU_edge_setup(dm);
gdo = dm->drawObject;
if (gdo->edges && gdo->points) {
if (drawAllEdges && drawLooseEdges) {
GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, (gdo->totedge - gdo->totinterior) * 2);
}
else if (drawAllEdges) {
GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->loose_edge_offset * 2);
}
else {
GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->tot_edge_drawn * 2);
GPU_buffer_draw_elements(gdo->edges, GL_LINES, gdo->loose_edge_offset * 2, gdo->tot_loose_edge_drawn * 2);
}
}
if (gdo->edges && ccgdm->drawInteriorEdges) {
GPU_buffer_draw_elements(gdo->edges, GL_LINES, gdo->interior_offset * 2, gdo->totinterior * 2);
}
GPU_buffers_unbind();
}
static void ccgDM_drawLooseEdges(DerivedMesh *dm)
{
int start;
int count;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
if (ccgdm->useGpuBackend) {
/* TODO(sergey): Needs implementation. */
return;
}
#endif
GPU_edge_setup(dm);
start = (dm->drawObject->loose_edge_offset * 2);
count = (dm->drawObject->interior_offset - dm->drawObject->loose_edge_offset) * 2;
if (count) {
GPU_buffer_draw_elements(dm->drawObject->edges, GL_LINES, start, count);
}
GPU_buffers_unbind();
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void ccgDM_NormalFast(float *a, float *b, float *c, float *d, float no[3])
{
float a_cX = c[0] - a[0], a_cY = c[1] - a[1], a_cZ = c[2] - a[2];
float b_dX = d[0] - b[0], b_dY = d[1] - b[1], b_dZ = d[2] - b[2];
no[0] = b_dY * a_cZ - b_dZ * a_cY;
no[1] = b_dZ * a_cX - b_dX * a_cZ;
no[2] = b_dX * a_cY - b_dY * a_cX;
normalize_v3(no);
}
static void ccgDM_glNormalFast(float *a, float *b, float *c, float *d)
{
2012-04-22 00:20:58 +00:00
float a_cX = c[0] - a[0], a_cY = c[1] - a[1], a_cZ = c[2] - a[2];
float b_dX = d[0] - b[0], b_dY = d[1] - b[1], b_dZ = d[2] - b[2];
float no[3];
2012-04-22 00:20:58 +00:00
no[0] = b_dY * a_cZ - b_dZ * a_cY;
no[1] = b_dZ * a_cX - b_dX * a_cZ;
no[2] = b_dX * a_cY - b_dY * a_cX;
normalize_v3(no); /* we no longer rely on GL_NORMALIZE */
glNormal3fv(no);
}
2012-04-22 00:20:58 +00:00
/* Only used by non-editmesh types */
static void ccgDM_buffer_copy_normal(
DerivedMesh *dm, short *varray)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
const float (*lnors)[3] = dm->getLoopDataArray(dm, CD_NORMAL);
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
DMFlagMat *faceFlags = ccgdm->faceFlags;
int i, totface = ccgSubSurf_getNumFaces(ss);
int shademodel;
int start = 0;
/* we are in sculpt mode, disable loop normals (since they won't get updated) */
if (ccgdm->pbvh)
lnors = NULL;
CCG_key_top_level(&key, ss);
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
const float (*ln)[3] = NULL;
if (faceFlags) {
shademodel = (lnors || (faceFlags[index].flag & ME_SMOOTH)) ? GL_SMOOTH : GL_FLAT;
}
else {
shademodel = GL_SMOOTH;
}
if (lnors) {
ln = lnors;
lnors += gridFaces * gridFaces * numVerts * 4;
}
2012-04-22 00:20:58 +00:00
for (S = 0; S < numVerts; S++) {
CCGElem *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
if (ln) {
/* Can't use quad strips here... */
for (y = 0; y < gridFaces; y ++) {
for (x = 0; x < gridFaces; x ++) {
normal_float_to_short_v3(&varray[start + 0], ln[0]);
normal_float_to_short_v3(&varray[start + 4], ln[3]);
normal_float_to_short_v3(&varray[start + 8], ln[2]);
normal_float_to_short_v3(&varray[start + 12], ln[1]);
start += 16;
ln += 4;
}
}
}
else if (shademodel == GL_SMOOTH) {
for (y = 0; y < gridFaces; y ++) {
for (x = 0; x < gridFaces; x ++) {
float *a = CCG_grid_elem_no(&key, faceGridData, x, y );
float *b = CCG_grid_elem_no(&key, faceGridData, x + 1, y);
float *c = CCG_grid_elem_no(&key, faceGridData, x + 1, y + 1);
float *d = CCG_grid_elem_no(&key, faceGridData, x, y + 1);
normal_float_to_short_v3(&varray[start], a);
normal_float_to_short_v3(&varray[start + 4], b);
normal_float_to_short_v3(&varray[start + 8], c);
normal_float_to_short_v3(&varray[start + 12], d);
start += 16;
}
}
}
else {
for (y = 0; y < gridFaces; y ++) {
for (x = 0; x < gridFaces; x ++) {
float f_no[3];
short f_no_s[3];
float *a = CCG_grid_elem_co(&key, faceGridData, x, y );
float *b = CCG_grid_elem_co(&key, faceGridData, x + 1, y );
float *c = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *d = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
ccgDM_NormalFast(a, b, c, d, f_no);
normal_float_to_short_v3(f_no_s, f_no);
copy_v3_v3_short(&varray[start], f_no_s);
copy_v3_v3_short(&varray[start + 4], f_no_s);
copy_v3_v3_short(&varray[start + 8], f_no_s);
copy_v3_v3_short(&varray[start + 12], f_no_s);
start += 16;
}
}
}
}
}
}
typedef struct FaceCount {
unsigned int i_visible;
unsigned int i_hidden;
unsigned int i_tri_visible;
unsigned int i_tri_hidden;
} FaceCount;
/* Only used by non-editmesh types */
static void ccgDM_buffer_copy_triangles(
DerivedMesh *dm, unsigned int *varray,
const int *mat_orig_to_new)
{
GPUBufferMaterial *gpumat, *gpumaterials = dm->drawObject->materials;
const int gpu_totmat = dm->drawObject->totmaterial;
const short dm_totmat = dm->totmat;
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
DMFlagMat *faceFlags = ccgdm->faceFlags;
int i, totface = ccgSubSurf_getNumFaces(ss);
short mat_nr = -1;
int start;
int totloops = 0;
FaceCount *fc = MEM_mallocN(sizeof(*fc) * gpu_totmat, "gpumaterial.facecount");
CCG_key_top_level(&key, ss);
for (i = 0; i < gpu_totmat; i++) {
fc[i].i_visible = 0;
fc[i].i_tri_visible = 0;
fc[i].i_hidden = gpumaterials[i].totpolys - 1;
fc[i].i_tri_hidden = gpumaterials[i].totelements - 1;
}
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
bool is_hidden;
int mati;
if (faceFlags) {
mat_nr = ME_MAT_NR_TEST(faceFlags[index].mat_nr, dm_totmat);
is_hidden = (faceFlags[index].flag & ME_HIDE) != 0;
}
else {
mat_nr = 0;
is_hidden = false;
}
mati = mat_orig_to_new[mat_nr];
gpumat = dm->drawObject->materials + mati;
if (is_hidden) {
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
start = gpumat->start + fc[mati].i_tri_hidden;
varray[start--] = totloops;
varray[start--] = totloops + 2;
varray[start--] = totloops + 3;
varray[start--] = totloops;
varray[start--] = totloops + 1;
varray[start--] = totloops + 2;
fc[mati].i_tri_hidden -= 6;
totloops += 4;
}
}
}
gpumat->polys[fc[mati].i_hidden--] = i;
}
else {
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
start = gpumat->start + fc[mati].i_tri_visible;
varray[start++] = totloops + 3;
varray[start++] = totloops + 2;
varray[start++] = totloops;
varray[start++] = totloops + 2;
varray[start++] = totloops + 1;
varray[start++] = totloops;
fc[mati].i_tri_visible += 6;
totloops += 4;
}
}
}
gpumat->polys[fc[mati].i_visible++] = i;
}
}
/* set the visible polygons */
for (i = 0; i < gpu_totmat; i++) {
gpumaterials[i].totvisiblepolys = fc[i].i_visible;
}
MEM_freeN(fc);
}
/* Only used by non-editmesh types */
static void ccgDM_buffer_copy_vertex(
DerivedMesh *dm, void *varray_p)
{
float *varray = varray_p;
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
int i, totface = ccgSubSurf_getNumFaces(ss);
int totedge = ccgSubSurf_getNumEdges(ss);
int start = 0;
int edgeSize = ccgSubSurf_getEdgeSize(ss);
CCG_key_top_level(&key, ss);
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
for (S = 0; S < numVerts; S++) {
CCGElem *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
float *a = CCG_grid_elem_co(&key, faceGridData, x, y);
float *b = CCG_grid_elem_co(&key, faceGridData, x + 1, y);
float *c = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *d = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
copy_v3_v3(&varray[start], a);
copy_v3_v3(&varray[start + 3], b);
copy_v3_v3(&varray[start + 6], c);
copy_v3_v3(&varray[start + 9], d);
start += 12;
}
}
}
}
/* upload loose points */
for (i = 0; i < totedge; i++) {
CCGEdge *e = ccgdm->edgeMap[i].edge;
CCGElem *edgeData = ccgSubSurf_getEdgeDataArray(ss, e);
if (!ccgSubSurf_getEdgeNumFaces(e)) {
int j = 0;
for (j = 0; j < edgeSize; j++) {
copy_v3_v3(&varray[start], CCG_elem_offset_co(&key, edgeData, j));
start += 3;
}
}
}
}
/* Only used by non-editmesh types */
static void ccgDM_buffer_copy_color(
DerivedMesh *dm, unsigned char *varray,
const void *user_data)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
const unsigned char *mloopcol = user_data;
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
int i, totface = ccgSubSurf_getNumFaces(ss);
int start = 0;
int iface = 0;
CCG_key_top_level(&key, ss);
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
copy_v4_v4_uchar(&varray[start + 0], &mloopcol[iface * 16 + 0]);
copy_v4_v4_uchar(&varray[start + 4], &mloopcol[iface * 16 + 12]);
copy_v4_v4_uchar(&varray[start + 8], &mloopcol[iface * 16 + 8]);
copy_v4_v4_uchar(&varray[start + 12], &mloopcol[iface * 16 + 4]);
start += 16;
iface++;
}
}
}
}
}
static void ccgDM_buffer_copy_uv(
DerivedMesh *dm, void *varray_p)
{
float *varray = varray_p;
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
MLoopUV *mloopuv = DM_get_loop_data_layer(dm, CD_MLOOPUV);
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
int i, totface = ccgSubSurf_getNumFaces(ss);
int start = 0;
CCG_key_top_level(&key, ss);
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
copy_v2_v2(&varray[start + 0], mloopuv[0].uv);
copy_v2_v2(&varray[start + 2], mloopuv[3].uv);
copy_v2_v2(&varray[start + 4], mloopuv[2].uv);
copy_v2_v2(&varray[start + 6], mloopuv[1].uv);
mloopuv += 4;
start += 8;
}
}
}
}
}
static void ccgDM_buffer_copy_uv_texpaint(
DerivedMesh *dm, float *varray)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
int i, totface = ccgSubSurf_getNumFaces(ss);
int start = 0;
DMFlagMat *faceFlags = ccgdm->faceFlags;
int dm_totmat = dm->totmat;
MLoopUV **mloopuv_base;
MLoopUV *stencil_base;
int stencil;
CCG_key_top_level(&key, ss);
/* should have been checked for before, reassert */
BLI_assert(DM_get_loop_data_layer(dm, CD_MLOOPUV));
mloopuv_base = MEM_mallocN(dm_totmat * sizeof(*mloopuv_base), "texslots");
for (i = 0; i < dm_totmat; i++) {
mloopuv_base[i] = DM_paint_uvlayer_active_get(dm, i);
}
stencil = CustomData_get_stencil_layer(&dm->loopData, CD_MLOOPUV);
stencil_base = CustomData_get_layer_n(&dm->loopData, CD_MLOOPUV, stencil);
start = 0;
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
int matnr;
if (faceFlags) {
matnr = faceFlags[index].mat_nr;
}
else {
matnr = 0;
}
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
/* divide by 4, gives us current loop-index */
unsigned int i_ml = start / 4;
copy_v2_v2(&varray[start + 0], mloopuv_base[matnr][i_ml + 0].uv);
copy_v2_v2(&varray[start + 2], stencil_base[i_ml + 0].uv);
copy_v2_v2(&varray[start + 4], mloopuv_base[matnr][i_ml + 3].uv);
copy_v2_v2(&varray[start + 6], stencil_base[i_ml + 3].uv);
copy_v2_v2(&varray[start + 8], mloopuv_base[matnr][i_ml + 2].uv);
copy_v2_v2(&varray[start + 10], stencil_base[i_ml + 2].uv);
copy_v2_v2(&varray[start + 12], mloopuv_base[matnr][i_ml + 1].uv);
copy_v2_v2(&varray[start + 14], stencil_base[i_ml + 1].uv);
start += 16;
}
}
}
}
MEM_freeN(mloopuv_base);
}
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static void ccgDM_buffer_copy_uvedge(
DerivedMesh *dm, float *varray)
{
int i, totpoly;
int start;
const MLoopUV *mloopuv;
#ifndef USE_LOOP_LAYOUT_FAST
const MPoly *mpoly = dm->getPolyArray(dm);
#endif
if ((mloopuv = DM_get_loop_data_layer(dm, CD_MLOOPUV)) == NULL) {
return;
}
totpoly = dm->getNumPolys(dm);
start = 0;
#ifndef USE_LOOP_LAYOUT_FAST
for (i = 0; i < totpoly; i++, mpoly++) {
for (j = 0; j < mpoly->totloop; j++) {
copy_v2_v2(&varray[start], mloopuv[mpoly->loopstart + j].uv);
copy_v2_v2(&varray[start + 2], mloopuv[mpoly->loopstart + (j + 1) % mpoly->totloop].uv);
start += 4;
}
}
#else
for (i = 0; i < totpoly; i++) {
copy_v2_v2(&varray[start + 0], mloopuv[(i * 4) + 0].uv);
copy_v2_v2(&varray[start + 2], mloopuv[(i * 4) + 1].uv);
copy_v2_v2(&varray[start + 4], mloopuv[(i * 4) + 1].uv);
copy_v2_v2(&varray[start + 6], mloopuv[(i * 4) + 2].uv);
copy_v2_v2(&varray[start + 8], mloopuv[(i * 4) + 2].uv);
copy_v2_v2(&varray[start + 10], mloopuv[(i * 4) + 3].uv);
copy_v2_v2(&varray[start + 12], mloopuv[(i * 4) + 3].uv);
copy_v2_v2(&varray[start + 14], mloopuv[(i * 4) + 0].uv);
start += 16;
}
#endif
}
static void ccgDM_buffer_copy_edge(
DerivedMesh *dm, unsigned int *varray)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
/* getEdgeSuze returns num of verts, edges is one less */
int i, j, edgeSize = ccgSubSurf_getEdgeSize(ss) - 1;
int totedge = ccgSubSurf_getNumEdges(ss);
int grid_face_side = ccgSubSurf_getGridSize(ss) - 1;
int totface = ccgSubSurf_getNumFaces(ss);
unsigned int index_start;
unsigned int tot_interior = 0;
unsigned int grid_tot_face = grid_face_side * grid_face_side;
unsigned int iloose, inorm, iloosehidden, inormhidden;
unsigned int tot_loose_hidden = 0, tot_loose = 0;
unsigned int tot_hidden = 0, tot = 0;
unsigned int iloosevert;
/* int tot_interior = 0; */
/* first, handle hidden/loose existing edges, then interior edges */
for (j = 0; j < totedge; j++) {
CCGEdge *e = ccgdm->edgeMap[j].edge;
if (ccgdm->edgeFlags && !(ccgdm->edgeFlags[j] & ME_EDGEDRAW)) {
if (!ccgSubSurf_getEdgeNumFaces(e)) tot_loose_hidden++;
else tot_hidden++;
}
else {
if (!ccgSubSurf_getEdgeNumFaces(e)) tot_loose++;
else tot++;
}
}
inorm = 0;
inormhidden = tot * edgeSize;
iloose = (tot + tot_hidden) * edgeSize;
iloosehidden = (tot + tot_hidden + tot_loose) * edgeSize;
iloosevert = dm->drawObject->tot_loop_verts;
/* part one, handle all normal edges */
for (j = 0; j < totedge; j++) {
CCGFace *f;
int fhandle = 0;
int totvert = 0;
unsigned int S = 0;
CCGEdge *e = ccgdm->edgeMap[j].edge;
bool isloose = !ccgSubSurf_getEdgeNumFaces(e);
if (!isloose) {
CCGVert *v1, *v2;
CCGVert *ev1 = ccgSubSurf_getEdgeVert0(e);
CCGVert *ev2 = ccgSubSurf_getEdgeVert1(e);
f = ccgSubSurf_getEdgeFace(e, 0);
fhandle = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
totvert = ccgSubSurf_getFaceNumVerts(f);
/* find the index of vertices in the face */
for (i = 0; i < totvert; i++) {
v1 = ccgSubSurf_getFaceVert(f, i);
v2 = ccgSubSurf_getFaceVert(f, (i + 1) % totvert);
if ((ev1 == v1 && ev2 == v2) || (ev1 == v2 && ev2 == v1)) {
S = i;
break;
}
}
}
if (ccgdm->edgeFlags && !(ccgdm->edgeFlags[j] & ME_EDGEDRAW)) {
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if (isloose) {
for (i = 0; i < edgeSize; i++) {
varray[iloosehidden * 2] = iloosevert;
varray[iloosehidden * 2 + 1] = iloosevert + 1;
iloosehidden++;
iloosevert++;
}
/* we are through with this loose edge and moving to the next, so increase by one */
iloosevert++;
}
else {
index_start = ccgdm->faceMap[fhandle].startFace;
for (i = 0; i < grid_face_side; i++) {
varray[inormhidden * 2] = (index_start + S * grid_tot_face + i * grid_face_side + grid_face_side - 1) * 4 + 1;
varray[inormhidden * 2 + 1] = (index_start + S * grid_tot_face + i * grid_face_side + grid_face_side - 1) * 4 + 2;
varray[inormhidden * 2 + 2] = (index_start + ((S + 1) % totvert) * grid_tot_face + grid_face_side * (grid_face_side - 1) + i) * 4 + 2;
varray[inormhidden * 2 + 3] = (index_start + ((S + 1) % totvert) * grid_tot_face + grid_face_side * (grid_face_side - 1) + i) * 4 + 3;
inormhidden += 2;
}
}
}
else {
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if (isloose) {
for (i = 0; i < edgeSize; i++) {
varray[iloose * 2] = iloosevert;
varray[iloose * 2 + 1] = iloosevert + 1;
iloose++;
iloosevert++;
}
/* we are through with this loose edge and moving to the next, so increase by one */
iloosevert++;
}
else {
index_start = ccgdm->faceMap[fhandle].startFace;
for (i = 0; i < grid_face_side; i++) {
varray[inorm * 2] = (index_start + S * grid_tot_face + i * grid_face_side + grid_face_side - 1) * 4 + 1;
varray[inorm * 2 + 1] = (index_start + S * grid_tot_face + i * grid_face_side + grid_face_side - 1) * 4 + 2;
varray[inorm * 2 + 2] = (index_start + ((S + 1) % totvert) * grid_tot_face + grid_face_side * (grid_face_side - 1) + i) * 4 + 2;
varray[inorm * 2 + 3] = (index_start + ((S + 1) % totvert) * grid_tot_face + grid_face_side * (grid_face_side - 1) + i) * 4 + 3;
inorm += 2;
}
}
}
}
/* part two, handle interior edges */
inorm = totedge * grid_face_side * 2;
index_start = 0;
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
unsigned int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
for (S = 0; S < numVerts; S++) {
for (x = 1; x < grid_face_side; x++) {
for (y = 0; y < grid_face_side; y++) {
unsigned int tmp = (index_start + x * grid_face_side + y) * 4;
varray[inorm * 2] = tmp;
varray[inorm * 2 + 1] = tmp + 1;
inorm++;
}
}
for (x = 0; x < grid_face_side; x++) {
for (y = 0; y < grid_face_side; y++) {
unsigned int tmp = (index_start + x * grid_face_side + y) * 4;
varray[inorm * 2] = tmp + 3;
varray[inorm * 2 + 1] = tmp;
inorm++;
}
}
tot_interior += grid_face_side * (2 * grid_face_side - 1);
index_start += grid_tot_face;
}
}
dm->drawObject->tot_loose_edge_drawn = tot_loose * edgeSize;
dm->drawObject->loose_edge_offset = (tot + tot_hidden) * edgeSize;
dm->drawObject->tot_edge_drawn = tot * edgeSize;
dm->drawObject->interior_offset = totedge * edgeSize;
dm->drawObject->totinterior = tot_interior;
}
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static void ccgDM_copy_gpu_data(
DerivedMesh *dm, int type, void *varray_p,
const int *mat_orig_to_new, const void *user_data)
{
/* 'varray_p' cast is redundant but include for self-documentation */
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switch (type) {
case GPU_BUFFER_VERTEX:
ccgDM_buffer_copy_vertex(dm, (float *)varray_p);
break;
case GPU_BUFFER_NORMAL:
ccgDM_buffer_copy_normal(dm, (short *)varray_p);
break;
case GPU_BUFFER_UV:
ccgDM_buffer_copy_uv(dm, (float *)varray_p);
break;
case GPU_BUFFER_UV_TEXPAINT:
ccgDM_buffer_copy_uv_texpaint(dm, (float *)varray_p);
break;
case GPU_BUFFER_COLOR:
ccgDM_buffer_copy_color(dm, (unsigned char *)varray_p, user_data);
break;
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case GPU_BUFFER_UVEDGE:
ccgDM_buffer_copy_uvedge(dm, (float *)varray_p);
break;
case GPU_BUFFER_EDGE:
ccgDM_buffer_copy_edge(dm, (unsigned int *)varray_p);
break;
case GPU_BUFFER_TRIANGLES:
ccgDM_buffer_copy_triangles(dm, (unsigned int *)varray_p, mat_orig_to_new);
break;
default:
break;
}
}
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static GPUDrawObject *ccgDM_GPUObjectNew(DerivedMesh *dm)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
GPUDrawObject *gdo;
DMFlagMat *faceFlags = ccgdm->faceFlags;
int gridFaces = ccgSubSurf_getGridSize(ss) - 1;
const short dm_totmat = (faceFlags) ? dm->totmat : 1;
GPUBufferMaterial *matinfo;
int i;
unsigned int tot_internal_edges = 0;
int edgeVerts = ccgSubSurf_getEdgeSize(ss);
int edgeSize = edgeVerts - 1;
int totedge = ccgSubSurf_getNumEdges(ss);
int totface = ccgSubSurf_getNumFaces(ss);
/* object contains at least one material (default included) so zero means uninitialized dm */
BLI_assert(dm_totmat != 0);
matinfo = MEM_callocN(sizeof(*matinfo) * dm_totmat, "GPU_drawobject_new.mat_orig_to_new");
if (faceFlags) {
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int numVerts = ccgSubSurf_getFaceNumVerts(f);
int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
const short new_matnr = ME_MAT_NR_TEST(faceFlags[index].mat_nr, dm_totmat);
matinfo[new_matnr].totelements += numVerts * gridFaces * gridFaces * 6;
matinfo[new_matnr].totloops += numVerts * gridFaces * gridFaces * 4;
matinfo[new_matnr].totpolys++;
tot_internal_edges += numVerts * gridFaces * (2 * gridFaces - 1);
}
}
else {
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int numVerts = ccgSubSurf_getFaceNumVerts(f);
matinfo[0].totelements += numVerts * gridFaces * gridFaces * 6;
matinfo[0].totloops += numVerts * gridFaces * gridFaces * 4;
matinfo[0].totpolys++;
tot_internal_edges += numVerts * gridFaces * (2 * gridFaces - 1);
}
}
/* create the GPUDrawObject */
gdo = MEM_callocN(sizeof(GPUDrawObject), "GPUDrawObject");
gdo->totvert = 0; /* used to count indices, doesn't really matter for ccgsubsurf */
gdo->totedge = (totedge * edgeSize + tot_internal_edges);
GPU_buffer_material_finalize(gdo, matinfo, dm_totmat);
/* store total number of points used for triangles */
gdo->tot_triangle_point = ccgSubSurf_getNumFinalFaces(ss) * 6;
gdo->tot_loop_verts = ccgSubSurf_getNumFinalFaces(ss) * 4;
/* finally, count loose points */
for (i = 0; i < totedge; i++) {
CCGEdge *e = ccgdm->edgeMap[i].edge;
if (!ccgSubSurf_getEdgeNumFaces(e))
gdo->tot_loose_point += edgeVerts;
}
return gdo;
}
/* Only used by non-editmesh types */
static void ccgDM_drawFacesSolid(DerivedMesh *dm, float (*partial_redraw_planes)[4], bool fast, DMSetMaterial setMaterial)
{
int a;
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
ccgdm_pbvh_update(ccgdm);
if (ccgdm->pbvh && ccgdm->multires.mmd) {
if (BKE_pbvh_has_faces(ccgdm->pbvh)) {
BKE_pbvh_draw(ccgdm->pbvh, partial_redraw_planes, NULL,
setMaterial, false, fast);
}
return;
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
CCGSubSurf *ss = ccgdm->ss;
const DMFlagMat *faceFlags = ccgdm->faceFlags;
const int level = ccgSubSurf_getSubdivisionLevels(ss);
const int face_side = 1 << level;
const int grid_side = 1 << (level - 1);
const int face_patches = face_side * face_side;
const int grid_patches = grid_side * grid_side;
const int num_base_faces = ccgSubSurf_getNumGLMeshBaseFaces(ss);
int i, current_patch = 0;
int mat_nr = -1;
bool draw_smooth = false;
int start_draw_patch = -1, num_draw_patches = 0;
if (UNLIKELY(ccgSubSurf_prepareGLMesh(ss, setMaterial != NULL, -1) == false)) {
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
if (setMaterial == NULL) {
ccgSubSurf_drawGLMesh(ss,
true,
-1,
-1);
return;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
for (i = 0; i < num_base_faces; ++i) {
const int num_face_verts = ccgSubSurf_getNumGLMeshBaseFaceVerts(ss, i);
const int num_patches = (num_face_verts == 4) ? face_patches
: num_face_verts * grid_patches;
int new_matnr;
bool new_draw_smooth;
if (faceFlags) {
new_draw_smooth = (faceFlags[i].flag & ME_SMOOTH);
new_matnr = (faceFlags[i].mat_nr + 1);
}
else {
new_draw_smooth = true;
new_matnr = 1;
}
if (new_draw_smooth != draw_smooth || new_matnr != mat_nr) {
if (num_draw_patches != 0) {
bool do_draw = setMaterial(mat_nr, NULL);
if (do_draw) {
glShadeModel(draw_smooth ? GL_SMOOTH : GL_FLAT);
ccgSubSurf_drawGLMesh(ss,
true,
start_draw_patch,
num_draw_patches);
}
}
start_draw_patch = current_patch;
num_draw_patches = num_patches;
mat_nr = new_matnr;
draw_smooth = new_draw_smooth;
}
else {
num_draw_patches += num_patches;
}
current_patch += num_patches;
}
if (num_draw_patches != 0) {
bool do_draw = setMaterial(mat_nr, NULL);
if (do_draw) {
glShadeModel(draw_smooth ? GL_SMOOTH : GL_FLAT);
ccgSubSurf_drawGLMesh(ss,
true,
start_draw_patch,
num_draw_patches);
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
glShadeModel(GL_SMOOTH);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
#endif
GPU_vertex_setup(dm);
GPU_normal_setup(dm);
GPU_triangle_setup(dm);
for (a = 0; a < dm->drawObject->totmaterial; a++) {
if (!setMaterial || setMaterial(dm->drawObject->materials[a].mat_nr + 1, NULL)) {
GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES, dm->drawObject->materials[a].start,
dm->drawObject->materials[a].totelements);
}
}
GPU_buffers_unbind();
}
typedef struct {
DMVertexAttribs attribs;
int numdata;
GPUAttrib datatypes[GPU_MAX_ATTRIB]; /* TODO, messing up when switching materials many times - [#21056]*/
} GPUMaterialConv;
2012-04-22 00:20:58 +00:00
/* Only used by non-editmesh types */
static void ccgDM_drawMappedFacesGLSL(DerivedMesh *dm,
2012-04-22 00:20:58 +00:00
DMSetMaterial setMaterial,
DMSetDrawOptions setDrawOptions,
void *userData)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
GPUVertexAttribs gattribs;
2015-11-23 11:27:02 +11:00
int a, b;
const DMFlagMat *faceFlags = ccgdm->faceFlags;
unsigned char *varray;
size_t max_element_size = 0;
int tot_loops = 0;
int totpoly = ccgSubSurf_getNumFaces(ss);
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
int edgeSize = ccgSubSurf_getEdgeSize(ss);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
const int level = ccgSubSurf_getSubdivisionLevels(ss);
const int face_side = 1 << level;
const int grid_side = 1 << (level - 1);
const int face_patches = face_side * face_side;
const int grid_patches = grid_side * grid_side;
const int num_base_faces = ccgSubSurf_getNumGLMeshBaseFaces(ss);
int i, current_patch = 0;
int mat_nr = -1;
bool draw_smooth = false;
int start_draw_patch = -1, num_draw_patches = 0;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
GPU_draw_update_fvar_offset(dm);
if (UNLIKELY(ccgSubSurf_prepareGLMesh(ss, false, -1) == false)) {
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
for (i = 0; i < num_base_faces; ++i) {
const int num_face_verts = ccgSubSurf_getNumGLMeshBaseFaceVerts(ss, i);
const int num_patches = (num_face_verts == 4) ? face_patches
: num_face_verts * grid_patches;
int new_matnr;
bool new_draw_smooth;
2015-11-23 11:27:02 +11:00
if (faceFlags) {
new_draw_smooth = (faceFlags[i].flag & ME_SMOOTH);
new_matnr = (faceFlags[i].mat_nr + 1);
}
else {
new_draw_smooth = true;
new_matnr = 1;
}
if (new_draw_smooth != draw_smooth || new_matnr != mat_nr) {
if (num_draw_patches != 0) {
bool do_draw = setMaterial(mat_nr, &gattribs);
if (do_draw) {
glShadeModel(draw_smooth ? GL_SMOOTH : GL_FLAT);
ccgSubSurf_drawGLMesh(ss,
true,
start_draw_patch,
num_draw_patches);
}
}
start_draw_patch = current_patch;
num_draw_patches = num_patches;
mat_nr = new_matnr;
draw_smooth = new_draw_smooth;
}
else {
num_draw_patches += num_patches;
}
current_patch += num_patches;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
if (num_draw_patches != 0) {
bool do_draw = setMaterial(mat_nr, &gattribs);
if (do_draw) {
glShadeModel(draw_smooth ? GL_SMOOTH : GL_FLAT);
ccgSubSurf_drawGLMesh(ss,
true,
start_draw_patch,
num_draw_patches);
}
}
glShadeModel(GL_SMOOTH);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
#endif
CCG_key_top_level(&key, ss);
ccgdm_pbvh_update(ccgdm);
2015-11-26 11:08:25 +11:00
if (setDrawOptions != NULL) {
const float (*lnors)[3] = dm->getLoopDataArray(dm, CD_NORMAL);
DMVertexAttribs attribs = {{{NULL}}};
int i;
int matnr = -1;
2015-11-23 11:27:02 +11:00
int do_draw = 0;
#define PASSATTRIB(dx, dy, vert) { \
if (attribs.totorco) \
index = getFaceIndex(ss, f, S, x + dx, y + dy, edgeSize, gridSize); \
else \
index = 0; \
DM_draw_attrib_vertex(&attribs, a, index, vert, ((a) * 4) + vert); \
DM_draw_attrib_vertex_uniforms(&attribs); \
} (void)0
totpoly = ccgSubSurf_getNumFaces(ss);
for (a = 0, i = 0; i < totpoly; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
const float (*ln)[3] = NULL;
int S, x, y, drawSmooth;
int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
int origIndex = ccgDM_getFaceMapIndex(ss, f);
int numVerts = ccgSubSurf_getFaceNumVerts(f);
2015-11-23 11:27:02 +11:00
int new_matnr;
if (faceFlags) {
drawSmooth = (lnors || (faceFlags[index].flag & ME_SMOOTH));
new_matnr = faceFlags[index].mat_nr + 1;
}
else {
drawSmooth = 1;
new_matnr = 1;
}
if (lnors) {
ln = lnors;
lnors += (gridFaces * gridFaces * numVerts) * 4;
}
if (new_matnr != matnr) {
do_draw = setMaterial(matnr = new_matnr, &gattribs);
if (do_draw)
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
}
if (!do_draw || (setDrawOptions && (origIndex != ORIGINDEX_NONE) &&
(setDrawOptions(userData, origIndex) == DM_DRAW_OPTION_SKIP)))
{
a += gridFaces * gridFaces * numVerts;
continue;
}
glShadeModel(drawSmooth ? GL_SMOOTH : GL_FLAT);
for (S = 0; S < numVerts; S++) {
CCGElem *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
CCGElem *vda, *vdb;
if (ln) {
glBegin(GL_QUADS);
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
float *aco = CCG_grid_elem_co(&key, faceGridData, x, y);
float *bco = CCG_grid_elem_co(&key, faceGridData, x + 1, y);
float *cco = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *dco = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
PASSATTRIB(0, 1, 1);
glNormal3fv(ln[1]);
glVertex3fv(dco);
PASSATTRIB(1, 1, 2);
glNormal3fv(ln[2]);
glVertex3fv(cco);
PASSATTRIB(1, 0, 3);
glNormal3fv(ln[3]);
glVertex3fv(bco);
PASSATTRIB(0, 0, 0);
glNormal3fv(ln[0]);
glVertex3fv(aco);
ln += 4;
a++;
}
}
glEnd();
}
else if (drawSmooth) {
for (y = 0; y < gridFaces; y++) {
glBegin(GL_QUAD_STRIP);
for (x = 0; x < gridFaces; x++) {
vda = CCG_grid_elem(&key, faceGridData, x, y + 0);
vdb = CCG_grid_elem(&key, faceGridData, x, y + 1);
PASSATTRIB(0, 0, 0);
glNormal3fv(CCG_elem_no(&key, vda));
glVertex3fv(CCG_elem_co(&key, vda));
PASSATTRIB(0, 1, 1);
glNormal3fv(CCG_elem_no(&key, vdb));
glVertex3fv(CCG_elem_co(&key, vdb));
if (x != gridFaces - 1)
a++;
}
vda = CCG_grid_elem(&key, faceGridData, x, y + 0);
vdb = CCG_grid_elem(&key, faceGridData, x, y + 1);
PASSATTRIB(0, 0, 3);
glNormal3fv(CCG_elem_no(&key, vda));
glVertex3fv(CCG_elem_co(&key, vda));
PASSATTRIB(0, 1, 2);
glNormal3fv(CCG_elem_no(&key, vdb));
glVertex3fv(CCG_elem_co(&key, vdb));
glEnd();
a++;
}
}
else {
glBegin(GL_QUADS);
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
float *aco = CCG_grid_elem_co(&key, faceGridData, x, y);
float *bco = CCG_grid_elem_co(&key, faceGridData, x + 1, y);
float *cco = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *dco = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
ccgDM_glNormalFast(aco, bco, cco, dco);
PASSATTRIB(0, 1, 1);
glVertex3fv(dco);
PASSATTRIB(1, 1, 2);
glVertex3fv(cco);
PASSATTRIB(1, 0, 3);
glVertex3fv(bco);
PASSATTRIB(0, 0, 0);
glVertex3fv(aco);
a++;
}
}
glEnd();
}
}
}
glShadeModel(GL_SMOOTH);
#undef PASSATTRIB
}
else {
GPUMaterialConv *matconv;
size_t offset;
int *mat_orig_to_new;
int tot_active_mat;
GPUBuffer *buffer = NULL;
GPU_vertex_setup(dm);
GPU_normal_setup(dm);
GPU_triangle_setup(dm);
tot_active_mat = dm->drawObject->totmaterial;
matconv = MEM_callocN(sizeof(*matconv) * tot_active_mat,
"cdDM_drawMappedFacesGLSL.matconv");
mat_orig_to_new = MEM_mallocN(sizeof(*mat_orig_to_new) * dm->totmat,
"cdDM_drawMappedFacesGLSL.mat_orig_to_new");
/* part one, check what attributes are needed per material */
for (a = 0; a < tot_active_mat; a++) {
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int new_matnr;
int do_draw;
new_matnr = dm->drawObject->materials[a].mat_nr;
/* map from original material index to new
* GPUBufferMaterial index */
mat_orig_to_new[new_matnr] = a;
do_draw = setMaterial(new_matnr + 1, &gattribs);
if (do_draw) {
int numdata = 0;
DM_vertex_attributes_from_gpu(dm, &gattribs, &matconv[a].attribs);
if (matconv[a].attribs.totorco && matconv[a].attribs.orco.array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.orco.gl_index;
matconv[a].datatypes[numdata].info_index = matconv[a].attribs.orco.gl_info_index;
matconv[a].datatypes[numdata].size = 3;
matconv[a].datatypes[numdata].type = GL_FLOAT;
numdata++;
}
for (b = 0; b < matconv[a].attribs.tottface; b++) {
if (matconv[a].attribs.tface[b].array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.tface[b].gl_index;
matconv[a].datatypes[numdata].info_index = matconv[a].attribs.tface[b].gl_info_index;
matconv[a].datatypes[numdata].size = 2;
matconv[a].datatypes[numdata].type = GL_FLOAT;
numdata++;
}
}
for (b = 0; b < matconv[a].attribs.totmcol; b++) {
if (matconv[a].attribs.mcol[b].array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.mcol[b].gl_index;
matconv[a].datatypes[numdata].info_index = matconv[a].attribs.mcol[b].gl_info_index;
matconv[a].datatypes[numdata].size = 4;
matconv[a].datatypes[numdata].type = GL_UNSIGNED_BYTE;
numdata++;
}
}
for (b = 0; b < matconv[a].attribs.tottang; b++) {
if (matconv[a].attribs.tottang && matconv[a].attribs.tang[b].array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.tang[b].gl_index;
matconv[a].datatypes[numdata].info_index = matconv[a].attribs.tang[b].gl_info_index;
matconv[a].datatypes[numdata].size = 4;
matconv[a].datatypes[numdata].type = GL_FLOAT;
numdata++;
}
}
if (numdata != 0) {
matconv[a].numdata = numdata;
max_element_size = max_ii(GPU_attrib_element_size(matconv[a].datatypes, numdata), max_element_size);
}
}
}
/* part two, generate and fill the arrays with the data */
if (max_element_size > 0) {
buffer = GPU_buffer_alloc(max_element_size * dm->drawObject->tot_loop_verts);
varray = GPU_buffer_lock_stream(buffer, GPU_BINDING_ARRAY);
if (varray == NULL) {
GPU_buffers_unbind();
GPU_buffer_free(buffer);
MEM_freeN(mat_orig_to_new);
MEM_freeN(matconv);
fprintf(stderr, "Out of memory, can't draw object\n");
return;
}
for (a = 0; a < totpoly; a++) {
CCGFace *f = ccgdm->faceMap[a].face;
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int orig_index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
int i;
if (faceFlags) {
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i = mat_orig_to_new[faceFlags[orig_index].mat_nr];
}
else {
i = mat_orig_to_new[0];
}
if (matconv[i].numdata != 0) {
for (S = 0; S < numVerts; S++) {
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
offset = tot_loops * max_element_size;
if (matconv[i].attribs.totorco && matconv[i].attribs.orco.array) {
int index;
index = getFaceIndex(ss, f, S, x, y, edgeSize, gridSize);
copy_v3_v3((float *)&varray[offset],
(float *)matconv[i].attribs.orco.array[index]);
index = getFaceIndex(ss, f, S, x + 1, y, edgeSize, gridSize);
copy_v3_v3((float *)&varray[offset + max_element_size],
(float *)matconv[i].attribs.orco.array[index]);
index = getFaceIndex(ss, f, S, x + 1, y + 1, edgeSize, gridSize);
copy_v3_v3((float *)&varray[offset + 2 * max_element_size],
(float *)matconv[i].attribs.orco.array[index]);
index = getFaceIndex(ss, f, S, x, y + 1, edgeSize, gridSize);
copy_v3_v3((float *)&varray[offset + 3 * max_element_size],
(float *)matconv[i].attribs.orco.array[index]);
offset += sizeof(float) * 3;
}
for (b = 0; b < matconv[i].attribs.tottface; b++) {
if (matconv[i].attribs.tface[b].array) {
const MLoopUV *mloopuv = matconv[i].attribs.tface[b].array + tot_loops;
copy_v2_v2((float *)&varray[offset], mloopuv[0].uv);
copy_v2_v2((float *)&varray[offset + max_element_size], mloopuv[3].uv);
copy_v2_v2((float *)&varray[offset + 2 * max_element_size], mloopuv[2].uv);
copy_v2_v2((float *)&varray[offset + 3 * max_element_size], mloopuv[1].uv);
offset += sizeof(float) * 2;
}
}
for (b = 0; b < matconv[i].attribs.totmcol; b++) {
if (matconv[i].attribs.mcol[b].array) {
const MLoopCol *mloopcol = matconv[i].attribs.mcol[b].array + tot_loops;
copy_v4_v4_uchar(&varray[offset], &mloopcol[0].r);
copy_v4_v4_uchar(&varray[offset + max_element_size], &mloopcol[3].r);
copy_v4_v4_uchar(&varray[offset + 2 * max_element_size], &mloopcol[2].r);
copy_v4_v4_uchar(&varray[offset + 3 * max_element_size], &mloopcol[1].r);
offset += sizeof(unsigned char) * 4;
}
}
for (b = 0; b < matconv[i].attribs.tottang; b++) {
if (matconv[i].attribs.tottang && matconv[i].attribs.tang[b].array) {
const float (*looptang)[4] = (const float (*)[4])matconv[i].attribs.tang[b].array + tot_loops;
copy_v4_v4((float *)&varray[offset], looptang[0]);
copy_v4_v4((float *)&varray[offset + max_element_size], looptang[3]);
copy_v4_v4((float *)&varray[offset + 2 * max_element_size], looptang[2]);
copy_v4_v4((float *)&varray[offset + 3 * max_element_size], looptang[1]);
offset += sizeof(float) * 4;
}
}
tot_loops += 4;
}
}
}
}
else {
tot_loops += 4 * numVerts * gridFaces * gridFaces;
}
}
GPU_buffer_unlock(buffer, GPU_BINDING_ARRAY);
}
for (a = 0; a < tot_active_mat; a++) {
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int new_matnr;
int do_draw;
new_matnr = dm->drawObject->materials[a].mat_nr;
do_draw = setMaterial(new_matnr + 1, &gattribs);
if (do_draw) {
if (matconv[a].numdata) {
GPU_interleaved_attrib_setup(buffer, matconv[a].datatypes, matconv[a].numdata, max_element_size);
}
GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES,
dm->drawObject->materials[a].start, dm->drawObject->materials[a].totelements);
if (matconv[a].numdata) {
GPU_interleaved_attrib_unbind();
}
}
}
GPU_buffers_unbind();
if (buffer)
GPU_buffer_free(buffer);
MEM_freeN(mat_orig_to_new);
MEM_freeN(matconv);
}
}
static void ccgDM_drawFacesGLSL(DerivedMesh *dm, DMSetMaterial setMaterial)
{
dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
}
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/* Only used by non-editmesh types */
static void ccgDM_drawMappedFacesMat(DerivedMesh *dm,
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void (*setMaterial)(void *userData, int matnr, void *attribs),
bool (*setFace)(void *userData, int index), void *userData)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
GPUVertexAttribs gattribs;
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DMVertexAttribs attribs = {{{NULL}}};
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
int edgeSize = ccgSubSurf_getEdgeSize(ss);
DMFlagMat *faceFlags = ccgdm->faceFlags;
const float (*lnors)[3] = dm->getLoopDataArray(dm, CD_NORMAL);
2015-11-23 11:27:02 +11:00
int a, i, numVerts, matnr, totface;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
const int level = ccgSubSurf_getSubdivisionLevels(ss);
const int face_side = 1 << level;
const int grid_side = 1 << (level - 1);
const int face_patches = face_side * face_side;
const int grid_patches = grid_side * grid_side;
const int num_base_faces = ccgSubSurf_getNumGLMeshBaseFaces(ss);
int current_patch = 0;
int mat_nr = -1;
bool draw_smooth = false;
int start_draw_patch = -1, num_draw_patches = 0;
GPU_draw_update_fvar_offset(dm);
if (UNLIKELY(ccgSubSurf_prepareGLMesh(ss, true, -1) == false)) {
return;
}
for (i = 0; i < num_base_faces; ++i) {
const int num_face_verts = ccgSubSurf_getNumGLMeshBaseFaceVerts(ss, i);
const int num_patches = (num_face_verts == 4) ? face_patches
: num_face_verts * grid_patches;
int new_matnr;
bool new_draw_smooth;
if (faceFlags) {
new_draw_smooth = (faceFlags[i].flag & ME_SMOOTH);
new_matnr = (faceFlags[i].mat_nr + 1);
}
else {
new_draw_smooth = true;
new_matnr = 1;
}
if (new_draw_smooth != draw_smooth || new_matnr != mat_nr) {
if (num_draw_patches != 0) {
setMaterial(userData, mat_nr, &gattribs);
glShadeModel(draw_smooth ? GL_SMOOTH : GL_FLAT);
ccgSubSurf_drawGLMesh(ss,
true,
start_draw_patch,
num_draw_patches);
}
start_draw_patch = current_patch;
num_draw_patches = num_patches;
mat_nr = new_matnr;
draw_smooth = new_draw_smooth;
}
else {
num_draw_patches += num_patches;
}
current_patch += num_patches;
}
if (num_draw_patches != 0) {
setMaterial(userData, mat_nr, &gattribs);
glShadeModel(draw_smooth ? GL_SMOOTH : GL_FLAT);
ccgSubSurf_drawGLMesh(ss,
true,
start_draw_patch,
num_draw_patches);
}
glShadeModel(GL_SMOOTH);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
#endif
CCG_key_top_level(&key, ss);
ccgdm_pbvh_update(ccgdm);
matnr = -1;
#define PASSATTRIB(dx, dy, vert) { \
if (attribs.totorco) \
index = getFaceIndex(ss, f, S, x + dx, y + dy, edgeSize, gridSize); \
else \
index = 0; \
DM_draw_attrib_vertex(&attribs, a, index, vert, ((a) * 4) + vert); \
DM_draw_attrib_vertex_uniforms(&attribs); \
} (void)0
totface = ccgSubSurf_getNumFaces(ss);
for (a = 0, i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
const float (*ln)[3] = NULL;
int S, x, y, drawSmooth;
int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
int origIndex = ccgDM_getFaceMapIndex(ss, f);
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int new_matnr;
numVerts = ccgSubSurf_getFaceNumVerts(f);
/* get flags */
if (faceFlags) {
drawSmooth = (lnors || (faceFlags[index].flag & ME_SMOOTH));
2012-04-22 00:20:58 +00:00
new_matnr = faceFlags[index].mat_nr + 1;
}
else {
drawSmooth = 1;
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new_matnr = 1;
}
if (lnors) {
ln = lnors;
lnors += (gridFaces * gridFaces * numVerts) * 4;
}
/* material */
if (new_matnr != matnr) {
setMaterial(userData, matnr = new_matnr, &gattribs);
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
}
/* face hiding */
if ((setFace && (origIndex != ORIGINDEX_NONE) && !setFace(userData, origIndex))) {
2012-04-22 00:20:58 +00:00
a += gridFaces * gridFaces * numVerts;
continue;
}
/* draw face*/
glShadeModel(drawSmooth ? GL_SMOOTH : GL_FLAT);
2012-04-22 00:20:58 +00:00
for (S = 0; S < numVerts; S++) {
CCGElem *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
CCGElem *vda, *vdb;
if (ln) {
glBegin(GL_QUADS);
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
float *aco = CCG_grid_elem_co(&key, faceGridData, x, y + 0);
float *bco = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 0);
float *cco = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *dco = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
PASSATTRIB(0, 1, 1);
glNormal3fv(ln[1]);
glVertex3fv(dco);
PASSATTRIB(1, 1, 2);
glNormal3fv(ln[2]);
glVertex3fv(cco);
PASSATTRIB(1, 0, 3);
glNormal3fv(ln[3]);
glVertex3fv(bco);
PASSATTRIB(0, 0, 0);
glNormal3fv(ln[0]);
glVertex3fv(aco);
ln += 4;
a++;
}
}
glEnd();
}
else if (drawSmooth) {
2012-04-22 00:20:58 +00:00
for (y = 0; y < gridFaces; y++) {
glBegin(GL_QUAD_STRIP);
2012-04-22 00:20:58 +00:00
for (x = 0; x < gridFaces; x++) {
vda = CCG_grid_elem(&key, faceGridData, x, y);
vdb = CCG_grid_elem(&key, faceGridData, x, y + 1);
PASSATTRIB(0, 0, 0);
glNormal3fv(CCG_elem_no(&key, vda));
glVertex3fv(CCG_elem_co(&key, vda));
PASSATTRIB(0, 1, 1);
glNormal3fv(CCG_elem_no(&key, vdb));
glVertex3fv(CCG_elem_co(&key, vdb));
2012-04-22 00:20:58 +00:00
if (x != gridFaces - 1)
a++;
}
vda = CCG_grid_elem(&key, faceGridData, x, y + 0);
vdb = CCG_grid_elem(&key, faceGridData, x, y + 1);
PASSATTRIB(0, 0, 3);
glNormal3fv(CCG_elem_no(&key, vda));
glVertex3fv(CCG_elem_co(&key, vda));
PASSATTRIB(0, 1, 2);
glNormal3fv(CCG_elem_no(&key, vdb));
glVertex3fv(CCG_elem_co(&key, vdb));
glEnd();
a++;
}
}
else {
glBegin(GL_QUADS);
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
float *aco = CCG_grid_elem_co(&key, faceGridData, x, y + 0);
float *bco = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 0);
float *cco = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *dco = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
ccgDM_glNormalFast(aco, bco, cco, dco);
PASSATTRIB(0, 1, 1);
glVertex3fv(dco);
PASSATTRIB(1, 1, 2);
glVertex3fv(cco);
PASSATTRIB(1, 0, 3);
glVertex3fv(bco);
PASSATTRIB(0, 0, 0);
glVertex3fv(aco);
a++;
}
}
glEnd();
}
}
}
glShadeModel(GL_SMOOTH);
#undef PASSATTRIB
}
static void ccgDM_drawMappedFaces(DerivedMesh *dm,
2012-04-22 00:20:58 +00:00
DMSetDrawOptions setDrawOptions,
DMSetMaterial setMaterial,
DMCompareDrawOptions compareDrawOptions,
void *userData, DMDrawFlag flag)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
MLoopCol *mloopcol = NULL;
const float (*lnors)[3] = dm->getLoopDataArray(dm, CD_NORMAL);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
int i, gridSize = ccgSubSurf_getGridSize(ss);
DMFlagMat *faceFlags = ccgdm->faceFlags;
int useColors = flag & DM_DRAW_USE_COLORS;
int gridFaces = gridSize - 1, totface;
int prev_mat_nr = -1;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
if (ccgdm->pbvh) {
if (G.debug_value == 14)
BKE_pbvh_draw_BB(ccgdm->pbvh);
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
int new_matnr;
bool draw_smooth, do_draw = true;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
if (setDrawOptions == NULL) {
/* TODO(sergey): This is for cases when vertex colors or weights
* are visualising. Currently we don't have CD layers for this data
* and here we only make it so there's no garbage displayed.
*
* In the future we'll either need to have CD for this data or pass
* this data as face-varying or vertex-varying data in OSD mesh.
*/
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
glColor3f(0.8f, 0.8f, 0.8f);
}
if (UNLIKELY(ccgSubSurf_prepareGLMesh(ss, true, -1) == false)) {
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
if (faceFlags) {
draw_smooth = (faceFlags[0].flag & ME_SMOOTH);
new_matnr = (faceFlags[0].mat_nr + 1);
}
else {
draw_smooth = true;
new_matnr = 1;
}
if (setMaterial) {
setMaterial(new_matnr, NULL);
}
if (setDrawOptions) {
if (setDrawOptions(userData, 0) == DM_DRAW_OPTION_SKIP) {
do_draw = false;
}
}
if (do_draw) {
glShadeModel(draw_smooth ? GL_SMOOTH : GL_FLAT);
ccgSubSurf_drawGLMesh(ss, true, -1, -1);
glShadeModel(GL_SMOOTH);
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
#endif
CCG_key_top_level(&key, ss);
/* currently unused -- each original face is handled separately */
(void)compareDrawOptions;
if (useColors) {
mloopcol = dm->getLoopDataArray(dm, CD_PREVIEW_MLOOPCOL);
if (!mloopcol)
mloopcol = dm->getLoopDataArray(dm, CD_MLOOPCOL);
}
totface = ccgSubSurf_getNumFaces(ss);
for (i = 0; i < totface; i++) {
CCGFace *f = ccgdm->faceMap[i].face;
int S, x, y, numVerts = ccgSubSurf_getFaceNumVerts(f);
int drawSmooth, index = ccgDM_getFaceMapIndex(ss, f);
int origIndex;
2012-04-22 00:20:58 +00:00
unsigned char *cp = NULL;
const float (*ln)[3] = NULL;
origIndex = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (flag & DM_DRAW_ALWAYS_SMOOTH) drawSmooth = 1;
else if (faceFlags) drawSmooth = (lnors || (faceFlags[origIndex].flag & ME_SMOOTH));
else drawSmooth = 1;
if (mloopcol) {
cp = (unsigned char *)mloopcol;
mloopcol += gridFaces * gridFaces * numVerts * 4;
}
if (lnors) {
ln = lnors;
lnors += (gridFaces * gridFaces * numVerts) * 4;
}
{
2012-04-22 00:20:58 +00:00
DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
if (setMaterial) {
int mat_nr = faceFlags ? faceFlags[origIndex].mat_nr + 1 : 1;
if (mat_nr != prev_mat_nr) {
setMaterial(mat_nr, NULL); /* XXX, no faceFlags no material */
prev_mat_nr = mat_nr;
}
}
if (setDrawOptions && (index != ORIGINDEX_NONE))
2012-04-22 00:20:58 +00:00
draw_option = setDrawOptions(userData, index);
if (draw_option != DM_DRAW_OPTION_SKIP) {
if (draw_option == DM_DRAW_OPTION_STIPPLE) {
GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_QUARTTONE);
}
for (S = 0; S < numVerts; S++) {
CCGElem *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
if (ln) {
glBegin(GL_QUADS);
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
float *a = CCG_grid_elem_co(&key, faceGridData, x, y + 0);
float *b = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 0);
float *c = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *d = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
if (cp) glColor4ubv(&cp[4]);
glNormal3fv(ln[1]);
glVertex3fv(d);
if (cp) glColor4ubv(&cp[8]);
glNormal3fv(ln[2]);
glVertex3fv(c);
if (cp) glColor4ubv(&cp[12]);
glNormal3fv(ln[3]);
glVertex3fv(b);
if (cp) glColor4ubv(&cp[0]);
glNormal3fv(ln[0]);
glVertex3fv(a);
if (cp) cp += 16;
ln += 4;
}
}
glEnd();
}
else if (drawSmooth) {
2012-04-22 00:20:58 +00:00
for (y = 0; y < gridFaces; y++) {
CCGElem *a, *b;
glBegin(GL_QUAD_STRIP);
2012-04-22 00:20:58 +00:00
for (x = 0; x < gridFaces; x++) {
a = CCG_grid_elem(&key, faceGridData, x, y + 0);
b = CCG_grid_elem(&key, faceGridData, x, y + 1);
if (cp) glColor4ubv(&cp[0]);
glNormal3fv(CCG_elem_no(&key, a));
glVertex3fv(CCG_elem_co(&key, a));
if (cp) glColor4ubv(&cp[4]);
glNormal3fv(CCG_elem_no(&key, b));
glVertex3fv(CCG_elem_co(&key, b));
2012-04-22 00:20:58 +00:00
if (x != gridFaces - 1) {
if (cp) cp += 16;
}
}
a = CCG_grid_elem(&key, faceGridData, x, y + 0);
b = CCG_grid_elem(&key, faceGridData, x, y + 1);
if (cp) glColor4ubv(&cp[12]);
glNormal3fv(CCG_elem_no(&key, a));
glVertex3fv(CCG_elem_co(&key, a));
if (cp) glColor4ubv(&cp[8]);
glNormal3fv(CCG_elem_no(&key, b));
glVertex3fv(CCG_elem_co(&key, b));
if (cp) cp += 16;
glEnd();
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
}
}
else {
glBegin(GL_QUADS);
2012-04-22 00:20:58 +00:00
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
float *a = CCG_grid_elem_co(&key, faceGridData, x, y + 0);
float *b = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 0);
float *c = CCG_grid_elem_co(&key, faceGridData, x + 1, y + 1);
float *d = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
ccgDM_glNormalFast(a, b, c, d);
if (cp) glColor4ubv(&cp[4]);
glVertex3fv(d);
if (cp) glColor4ubv(&cp[8]);
glVertex3fv(c);
if (cp) glColor4ubv(&cp[12]);
glVertex3fv(b);
if (cp) glColor4ubv(&cp[0]);
glVertex3fv(a);
if (cp) cp += 16;
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
}
glEnd();
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
}
}
if (draw_option == DM_DRAW_OPTION_STIPPLE)
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
}
}
}
}
static void ccgDM_drawMappedEdges(DerivedMesh *dm,
2012-04-22 00:20:58 +00:00
DMSetDrawOptions setDrawOptions,
void *userData)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGEdgeIterator ei;
CCGKey key;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
int i, useAging, edgeSize = ccgSubSurf_getEdgeSize(ss);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
/* TODO(sergey): Only draw edges from base mesh. */
if (ccgSubSurf_prepareGLMesh(ccgdm->ss, true, -1)) {
if (!setDrawOptions || (setDrawOptions(userData, 0) != DM_DRAW_OPTION_SKIP)) {
ccgSubSurf_drawGLMesh(ccgdm->ss, false, -1, -1);
}
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
return;
}
#endif
CCG_key_top_level(&key, ss);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
ccgSubSurf_getUseAgeCounts(ss, &useAging, NULL, NULL, NULL);
for (ccgSubSurf_initEdgeIterator(ss, &ei); !ccgEdgeIterator_isStopped(&ei); ccgEdgeIterator_next(&ei)) {
CCGEdge *e = ccgEdgeIterator_getCurrent(&ei);
CCGElem *edgeData = ccgSubSurf_getEdgeDataArray(ss, e);
int index = ccgDM_getEdgeMapIndex(ss, e);
glBegin(GL_LINE_STRIP);
2012-04-22 00:20:58 +00:00
if (index != -1 && (!setDrawOptions || (setDrawOptions(userData, index) != DM_DRAW_OPTION_SKIP))) {
if (useAging && !(G.f & G_BACKBUFSEL)) {
int ageCol = 255 - ccgSubSurf_getEdgeAge(ss, e) * 4;
glColor3ub(0, ageCol > 0 ? ageCol : 0, 0);
}
2012-04-22 00:20:58 +00:00
for (i = 0; i < edgeSize - 1; i++) {
glVertex3fv(CCG_elem_offset_co(&key, edgeData, i));
glVertex3fv(CCG_elem_offset_co(&key, edgeData, i + 1));
}
}
glEnd();
}
}
static void ccgDM_drawMappedEdgesInterp(DerivedMesh *dm,
2012-04-22 00:20:58 +00:00
DMSetDrawOptions setDrawOptions,
DMSetDrawInterpOptions setDrawInterpOptions,
void *userData)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
CCGEdgeIterator ei;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
int i, useAging, edgeSize = ccgSubSurf_getEdgeSize(ss);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
BLI_assert(!"Not currently supported");
return;
}
#endif
CCG_key_top_level(&key, ss);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
ccgSubSurf_getUseAgeCounts(ss, &useAging, NULL, NULL, NULL);
for (ccgSubSurf_initEdgeIterator(ss, &ei); !ccgEdgeIterator_isStopped(&ei); ccgEdgeIterator_next(&ei)) {
CCGEdge *e = ccgEdgeIterator_getCurrent(&ei);
CCGElem *edgeData = ccgSubSurf_getEdgeDataArray(ss, e);
int index = ccgDM_getEdgeMapIndex(ss, e);
glBegin(GL_LINE_STRIP);
2012-04-22 00:20:58 +00:00
if (index != -1 && (!setDrawOptions || (setDrawOptions(userData, index) != DM_DRAW_OPTION_SKIP))) {
for (i = 0; i < edgeSize; i++) {
setDrawInterpOptions(userData, index, (float) i / (edgeSize - 1));
2012-04-22 00:20:58 +00:00
if (useAging && !(G.f & G_BACKBUFSEL)) {
int ageCol = 255 - ccgSubSurf_getEdgeAge(ss, e) * 4;
glColor3ub(0, ageCol > 0 ? ageCol : 0, 0);
}
glVertex3fv(CCG_elem_offset_co(&key, edgeData, i));
}
}
glEnd();
}
}
static void ccgDM_foreachMappedFaceCenter(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float co[3], const float no[3]),
void *userData,
DMForeachFlag flag)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGKey key;
CCGFaceIterator fi;
CCG_key_top_level(&key, ss);
for (ccgSubSurf_initFaceIterator(ss, &fi); !ccgFaceIterator_isStopped(&fi); ccgFaceIterator_next(&fi)) {
CCGFace *f = ccgFaceIterator_getCurrent(&fi);
const int index = ccgDM_getFaceMapIndex(ss, f);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
2012-04-22 00:20:58 +00:00
if (index != -1) {
/* Face center data normal isn't updated atm. */
CCGElem *vd = ccgSubSurf_getFaceGridData(ss, f, 0, 0, 0);
const float *no = (flag & DM_FOREACH_USE_NORMAL) ? CCG_elem_no(&key, vd) : NULL;
func(userData, index, CCG_elem_co(&key, vd), no);
}
}
}
static void ccgDM_release(DerivedMesh *dm)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (DM_release(dm)) {
/* Before freeing, need to update the displacement map */
if (ccgdm->multires.modified_flags) {
/* Check that mmd still exists */
if (!ccgdm->multires.local_mmd &&
2012-04-22 00:20:58 +00:00
BLI_findindex(&ccgdm->multires.ob->modifiers, ccgdm->multires.mmd) < 0)
{
ccgdm->multires.mmd = NULL;
}
if (ccgdm->multires.mmd) {
if (ccgdm->multires.modified_flags & MULTIRES_COORDS_MODIFIED) {
/* TODO/OBMODE, pass real mode? */
multires_modifier_update_mdisps(dm, OB_MODE_OBJECT);
}
if (ccgdm->multires.modified_flags & MULTIRES_HIDDEN_MODIFIED) {
multires_modifier_update_hidden(dm);
}
}
}
if (ccgdm->ehash)
BLI_edgehash_free(ccgdm->ehash, NULL);
if (ccgdm->reverseFaceMap) MEM_freeN(ccgdm->reverseFaceMap);
if (ccgdm->gridFaces) MEM_freeN(ccgdm->gridFaces);
if (ccgdm->gridData) MEM_freeN(ccgdm->gridData);
if (ccgdm->gridOffset) MEM_freeN(ccgdm->gridOffset);
if (ccgdm->gridFlagMats) MEM_freeN(ccgdm->gridFlagMats);
if (ccgdm->gridHidden) {
/* Using dm->getNumGrids(dm) accesses freed memory */
uint numGrids = ccgdm->numGrid;
for (uint i = 0; i < numGrids; i++) {
if (ccgdm->gridHidden[i]) {
MEM_freeN(ccgdm->gridHidden[i]);
}
}
MEM_freeN(ccgdm->gridHidden);
}
if (ccgdm->freeSS) ccgSubSurf_free(ccgdm->ss);
if (ccgdm->pmap) MEM_freeN(ccgdm->pmap);
if (ccgdm->pmap_mem) MEM_freeN(ccgdm->pmap_mem);
MEM_freeN(ccgdm->edgeFlags);
MEM_freeN(ccgdm->faceFlags);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
if (ccgdm->useGpuBackend == false) {
MEM_freeN(ccgdm->vertMap);
MEM_freeN(ccgdm->edgeMap);
MEM_freeN(ccgdm->faceMap);
}
BLI_mutex_end(&ccgdm->loops_cache_lock);
BLI_rw_mutex_end(&ccgdm->origindex_cache_rwlock);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MEM_freeN(ccgdm);
}
}
static void *ccgDM_get_vert_data_layer(DerivedMesh *dm, int type)
{
if (type == CD_ORIGINDEX) {
/* create origindex on demand to save memory */
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCGSubSurf *ss = ccgdm->ss;
int *origindex;
int a, index, totnone, totorig;
/* Avoid re-creation if the layer exists already */
BLI_rw_mutex_lock(&ccgdm->origindex_cache_rwlock, THREAD_LOCK_READ);
origindex = DM_get_vert_data_layer(dm, CD_ORIGINDEX);
BLI_rw_mutex_unlock(&ccgdm->origindex_cache_rwlock);
if (origindex) {
return origindex;
}
BLI_rw_mutex_lock(&ccgdm->origindex_cache_rwlock, THREAD_LOCK_WRITE);
DM_add_vert_layer(dm, CD_ORIGINDEX, CD_CALLOC, NULL);
2012-04-22 00:20:58 +00:00
origindex = DM_get_vert_data_layer(dm, CD_ORIGINDEX);
totorig = ccgSubSurf_getNumVerts(ss);
2012-04-22 00:20:58 +00:00
totnone = dm->numVertData - totorig;
/* original vertices are at the end */
2012-04-22 00:20:58 +00:00
for (a = 0; a < totnone; a++)
origindex[a] = ORIGINDEX_NONE;
2012-04-22 00:20:58 +00:00
for (index = 0; index < totorig; index++, a++) {
CCGVert *v = ccgdm->vertMap[index].vert;
origindex[a] = ccgDM_getVertMapIndex(ccgdm->ss, v);
}
BLI_rw_mutex_unlock(&ccgdm->origindex_cache_rwlock);
return origindex;
}
return DM_get_vert_data_layer(dm, type);
}
static void *ccgDM_get_edge_data_layer(DerivedMesh *dm, int type)
{
if (type == CD_ORIGINDEX) {
/* create origindex on demand to save memory */
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCGSubSurf *ss = ccgdm->ss;
int *origindex;
int a, i, index, totnone, totorig, totedge;
2012-04-22 00:20:58 +00:00
int edgeSize = ccgSubSurf_getEdgeSize(ss);
/* Avoid re-creation if the layer exists already */
origindex = DM_get_edge_data_layer(dm, CD_ORIGINDEX);
if (origindex) {
return origindex;
}
DM_add_edge_layer(dm, CD_ORIGINDEX, CD_CALLOC, NULL);
2012-04-22 00:20:58 +00:00
origindex = DM_get_edge_data_layer(dm, CD_ORIGINDEX);
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totedge = ccgSubSurf_getNumEdges(ss);
totorig = totedge * (edgeSize - 1);
totnone = dm->numEdgeData - totorig;
/* original edges are at the end */
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for (a = 0; a < totnone; a++)
origindex[a] = ORIGINDEX_NONE;
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for (index = 0; index < totedge; index++) {
CCGEdge *e = ccgdm->edgeMap[index].edge;
int mapIndex = ccgDM_getEdgeMapIndex(ss, e);
for (i = 0; i < edgeSize - 1; i++, a++)
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origindex[a] = mapIndex;
}
return origindex;
}
return DM_get_edge_data_layer(dm, type);
}
static void *ccgDM_get_tessface_data_layer(DerivedMesh *dm, int type)
{
if (type == CD_ORIGINDEX) {
/* create origindex on demand to save memory */
int *origindex;
/* Avoid re-creation if the layer exists already */
origindex = DM_get_tessface_data_layer(dm, CD_ORIGINDEX);
if (origindex) {
return origindex;
}
DM_add_tessface_layer(dm, CD_ORIGINDEX, CD_CALLOC, NULL);
origindex = DM_get_tessface_data_layer(dm, CD_ORIGINDEX);
/* silly loop counting up */
range_vn_i(origindex, dm->getNumTessFaces(dm), 0);
return origindex;
}
if (type == CD_TESSLOOPNORMAL) {
/* Create tessloopnormal on demand to save memory. */
/* Note that since tessellated face corners are the same a loops in CCGDM, and since all faces have four
* loops/corners, we can simplify the code here by converting tessloopnormals from 'short (*)[4][3]'
* to 'short (*)[3]'.
*/
short (*tlnors)[3];
/* Avoid re-creation if the layer exists already */
tlnors = DM_get_tessface_data_layer(dm, CD_TESSLOOPNORMAL);
if (!tlnors) {
float (*lnors)[3];
short (*tlnors_it)[3];
const int numLoops = ccgDM_getNumLoops(dm);
int i;
lnors = dm->getLoopDataArray(dm, CD_NORMAL);
if (!lnors) {
return NULL;
}
DM_add_tessface_layer(dm, CD_TESSLOOPNORMAL, CD_CALLOC, NULL);
tlnors = tlnors_it = (short (*)[3])DM_get_tessface_data_layer(dm, CD_TESSLOOPNORMAL);
/* With ccgdm, we have a simple one to one mapping between loops and tessellated face corners. */
for (i = 0; i < numLoops; ++i, ++tlnors_it, ++lnors) {
normal_float_to_short_v3(*tlnors_it, *lnors);
}
}
return tlnors;
}
return DM_get_tessface_data_layer(dm, type);
}
static void *ccgDM_get_poly_data_layer(DerivedMesh *dm, int type)
{
if (type == CD_ORIGINDEX) {
/* create origindex on demand to save memory */
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCGSubSurf *ss = ccgdm->ss;
int *origindex;
int a, i, index, totface;
int gridFaces = ccgSubSurf_getGridSize(ss) - 1;
/* Avoid re-creation if the layer exists already */
origindex = DM_get_poly_data_layer(dm, CD_ORIGINDEX);
if (origindex) {
return origindex;
}
DM_add_poly_layer(dm, CD_ORIGINDEX, CD_CALLOC, NULL);
origindex = DM_get_poly_data_layer(dm, CD_ORIGINDEX);
2012-04-22 00:20:58 +00:00
totface = ccgSubSurf_getNumFaces(ss);
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for (a = 0, index = 0; index < totface; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int numVerts = ccgSubSurf_getFaceNumVerts(f);
int mapIndex = ccgDM_getFaceMapIndex(ss, f);
2012-04-22 00:20:58 +00:00
for (i = 0; i < gridFaces * gridFaces * numVerts; i++, a++)
origindex[a] = mapIndex;
}
return origindex;
}
return DM_get_poly_data_layer(dm, type);
}
static void *ccgDM_get_vert_data(DerivedMesh *dm, int index, int type)
{
if (type == CD_ORIGINDEX) {
/* ensure creation of CD_ORIGINDEX layer */
ccgDM_get_vert_data_layer(dm, type);
}
return DM_get_vert_data(dm, index, type);
}
static void *ccgDM_get_edge_data(DerivedMesh *dm, int index, int type)
{
if (type == CD_ORIGINDEX) {
/* ensure creation of CD_ORIGINDEX layer */
ccgDM_get_edge_data_layer(dm, type);
}
return DM_get_edge_data(dm, index, type);
}
static void *ccgDM_get_tessface_data(DerivedMesh *dm, int index, int type)
{
if (ELEM(type, CD_ORIGINDEX, CD_TESSLOOPNORMAL)) {
/* ensure creation of CD_ORIGINDEX/CD_TESSLOOPNORMAL layers */
ccgDM_get_tessface_data_layer(dm, type);
}
return DM_get_tessface_data(dm, index, type);
}
static void *ccgDM_get_poly_data(DerivedMesh *dm, int index, int type)
{
if (type == CD_ORIGINDEX) {
/* ensure creation of CD_ORIGINDEX layer */
ccgDM_get_tessface_data_layer(dm, type);
}
return DM_get_poly_data(dm, index, type);
}
static int ccgDM_getNumGrids(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
int index, numFaces, numGrids;
2012-04-22 00:20:58 +00:00
numFaces = ccgSubSurf_getNumFaces(ccgdm->ss);
numGrids = 0;
2012-04-22 00:20:58 +00:00
for (index = 0; index < numFaces; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
numGrids += ccgSubSurf_getFaceNumVerts(f);
}
return numGrids;
}
static int ccgDM_getGridSize(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
return ccgSubSurf_getGridSize(ccgdm->ss);
}
static void ccgdm_create_grids(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCGSubSurf *ss = ccgdm->ss;
CCGElem **gridData;
DMFlagMat *gridFlagMats;
CCGFace **gridFaces;
int *gridOffset;
2011-01-10 03:55:47 +00:00
int index, numFaces, numGrids, S, gIndex /*, gridSize*/;
if (ccgdm->gridData)
return;
numGrids = ccgDM_getNumGrids(dm);
numFaces = ccgSubSurf_getNumFaces(ss);
2011-01-10 03:55:47 +00:00
/*gridSize = ccgDM_getGridSize(dm);*/ /*UNUSED*/
/* compute offset into grid array for each face */
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gridOffset = MEM_mallocN(sizeof(int) * numFaces, "ccgdm.gridOffset");
for (gIndex = 0, index = 0; index < numFaces; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int numVerts = ccgSubSurf_getFaceNumVerts(f);
gridOffset[index] = gIndex;
gIndex += numVerts;
}
/* compute grid data */
gridData = MEM_mallocN(sizeof(CCGElem *) * numGrids, "ccgdm.gridData");
2012-04-22 00:20:58 +00:00
gridFaces = MEM_mallocN(sizeof(CCGFace *) * numGrids, "ccgdm.gridFaces");
gridFlagMats = MEM_mallocN(sizeof(DMFlagMat) * numGrids, "ccgdm.gridFlagMats");
ccgdm->gridHidden = MEM_callocN(sizeof(*ccgdm->gridHidden) * numGrids, "ccgdm.gridHidden");
for (gIndex = 0, index = 0; index < numFaces; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int numVerts = ccgSubSurf_getFaceNumVerts(f);
for (S = 0; S < numVerts; S++, gIndex++) {
gridData[gIndex] = ccgSubSurf_getFaceGridDataArray(ss, f, S);
gridFaces[gIndex] = f;
gridFlagMats[gIndex] = ccgdm->faceFlags[index];
}
}
ccgdm->gridData = gridData;
ccgdm->gridFaces = gridFaces;
ccgdm->gridOffset = gridOffset;
ccgdm->gridFlagMats = gridFlagMats;
ccgdm->numGrid = numGrids;
}
static CCGElem **ccgDM_getGridData(DerivedMesh *dm)
{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
ccgdm_create_grids(dm);
return ccgdm->gridData;
}
static int *ccgDM_getGridOffset(DerivedMesh *dm)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
ccgdm_create_grids(dm);
return ccgdm->gridOffset;
}
static void ccgDM_getGridKey(DerivedMesh *dm, CCGKey *key)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCG_key_top_level(key, ccgdm->ss);
}
static DMFlagMat *ccgDM_getGridFlagMats(DerivedMesh *dm)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
ccgdm_create_grids(dm);
return ccgdm->gridFlagMats;
}
static BLI_bitmap **ccgDM_getGridHidden(DerivedMesh *dm)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
ccgdm_create_grids(dm);
return ccgdm->gridHidden;
}
2012-03-17 10:23:44 +00:00
static const MeshElemMap *ccgDM_getPolyMap(Object *ob, DerivedMesh *dm)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
if (!ccgdm->multires.mmd && !ccgdm->pmap && ob->type == OB_MESH) {
2012-04-22 00:20:58 +00:00
Mesh *me = ob->data;
BKE_mesh_vert_poly_map_create(&ccgdm->pmap, &ccgdm->pmap_mem,
me->mpoly, me->mloop,
me->totvert, me->totpoly, me->totloop);
}
return ccgdm->pmap;
}
static int ccgDM_use_grid_pbvh(CCGDerivedMesh *ccgdm)
{
2012-04-22 00:20:58 +00:00
MultiresModifierData *mmd = ccgdm->multires.mmd;
/* both of multires and subsurf modifiers are CCG, but
* grids should only be used when sculpting on multires */
if (!mmd)
return 0;
return 1;
}
static struct PBVH *ccgDM_getPBVH(
Object *ob, DerivedMesh *dm, eObjectMode object_mode)
{
2012-04-22 00:20:58 +00:00
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
CCGKey key;
int numGrids;
CCG_key_top_level(&key, ccgdm->ss);
if (!ob) {
2012-04-22 00:20:58 +00:00
ccgdm->pbvh = NULL;
return NULL;
}
if (!ob->sculpt)
return NULL;
bool grid_pbvh = ccgDM_use_grid_pbvh(ccgdm);
if ((object_mode & OB_MODE_SCULPT) == 0) {
/* In vwpaint, we may use a grid_pbvh for multires/subsurf, under certain conditions.
* More complex cases break 'history' trail back to original vertices, in that case we fall back to
* deformed cage only (i.e. original deformed mesh). */
VirtualModifierData virtualModifierData;
ModifierData *md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
grid_pbvh = true;
bool has_one_ccg_modifier = false;
for (; md; md = md->next) {
/* We can only accept to use this ccgdm if:
* - it's the only active ccgdm in the stack.
* - there is no topology-modifying modifier in the stack.
* Otherwise, there is no way to map back to original geometry from grid-generated PBVH.
*/
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
if (!modifier_isEnabled(NULL, md, eModifierMode_Realtime)) {
continue;
}
if (ELEM(mti->type, eModifierTypeType_OnlyDeform, eModifierTypeType_NonGeometrical)) {
continue;
}
if (ELEM(md->type, eModifierType_Subsurf, eModifierType_Multires)) {
if (has_one_ccg_modifier) {
/* We only allow a single active ccg modifier in the stack. */
grid_pbvh = false;
break;
}
has_one_ccg_modifier = true;
continue;
}
/* Any other non-deforming modifier makes it impossible to use grid pbvh. */
grid_pbvh = false;
break;
}
}
if (ob->sculpt->pbvh) {
/* Note that we have to clean up exisitng pbvh instead of updating it in case it does not match current
* grid_pbvh status. */
if (grid_pbvh) {
if (BKE_pbvh_get_ccgdm(ob->sculpt->pbvh) != NULL) {
/* pbvh's grids, gridadj and gridfaces points to data inside ccgdm
* but this can be freed on ccgdm release, this updates the pointers
* when the ccgdm gets remade, the assumption is that the topology
* does not change. */
ccgdm_create_grids(dm);
BKE_pbvh_grids_update(ob->sculpt->pbvh, ccgdm->gridData, (void **)ccgdm->gridFaces,
ccgdm->gridFlagMats, ccgdm->gridHidden);
}
else {
BKE_pbvh_free(ob->sculpt->pbvh);
ob->sculpt->pbvh = NULL;
}
}
else if (BKE_pbvh_get_ccgdm(ob->sculpt->pbvh) != NULL) {
BKE_pbvh_free(ob->sculpt->pbvh);
ob->sculpt->pbvh = NULL;
}
ccgdm->pbvh = ob->sculpt->pbvh;
}
if (ccgdm->pbvh) {
/* For grid pbvh, keep track of ccgdm */
if (grid_pbvh) {
BKE_pbvh_set_ccgdm(ccgdm->pbvh, ccgdm);
}
return ccgdm->pbvh;
}
/* No pbvh exists yet, we need to create one. only in case of multires
* we build a pbvh over the modified mesh, in other cases the base mesh
* is being sculpted, so we build a pbvh from that. */
/* Note: vwpaint tries to always build a pbvh over the modified mesh. */
if (grid_pbvh) {
ccgdm_create_grids(dm);
numGrids = ccgDM_getNumGrids(dm);
ob->sculpt->pbvh = ccgdm->pbvh = BKE_pbvh_new();
BKE_pbvh_build_grids(ccgdm->pbvh, ccgdm->gridData,
numGrids, &key, (void **) ccgdm->gridFaces, ccgdm->gridFlagMats, ccgdm->gridHidden);
}
else if (ob->type == OB_MESH) {
Mesh *me = ob->data;
const int looptris_num = poly_to_tri_count(me->totpoly, me->totloop);
MLoopTri *looptri;
looptri = MEM_mallocN(sizeof(*looptri) * looptris_num, __func__);
BKE_mesh_recalc_looptri(
me->mloop, me->mpoly,
me->mvert,
me->totloop, me->totpoly,
looptri);
ob->sculpt->pbvh = ccgdm->pbvh = BKE_pbvh_new();
BKE_pbvh_build_mesh(ccgdm->pbvh, me->mpoly, me->mloop, me->mvert, me->totvert, &me->vdata,
looptri, looptris_num);
if (ob->sculpt->modifiers_active && ob->derivedDeform != NULL) {
DerivedMesh *deformdm = ob->derivedDeform;
float (*vertCos)[3];
int totvert;
totvert = deformdm->getNumVerts(deformdm);
vertCos = MEM_malloc_arrayN(totvert, sizeof(float[3]), "ccgDM_getPBVH vertCos");
deformdm->getVertCos(deformdm, vertCos);
BKE_pbvh_apply_vertCos(ccgdm->pbvh, vertCos);
MEM_freeN(vertCos);
}
}
if (ccgdm->pbvh != NULL) {
pbvh_show_diffuse_color_set(ccgdm->pbvh, ob->sculpt->show_diffuse_color);
pbvh_show_mask_set(ccgdm->pbvh, ob->sculpt->show_mask);
}
/* For grid pbvh, keep track of ccgdm. */
if (grid_pbvh && ccgdm->pbvh) {
BKE_pbvh_set_ccgdm(ccgdm->pbvh, ccgdm);
}
return ccgdm->pbvh;
}
static void ccgDM_recalcTessellation(DerivedMesh *UNUSED(dm))
{
/* Nothing to do: CCG handles creating its own tessfaces */
}
/* WARNING! *MUST* be called in an 'loops_cache_rwlock' protected thread context! */
static void ccgDM_recalcLoopTri(DerivedMesh *dm)
{
MLoopTri *mlooptri = dm->looptris.array;
const int tottri = dm->numPolyData * 2;
int i, poly_index;
DM_ensure_looptri_data(dm);
mlooptri = dm->looptris.array_wip;
BLI_assert(tottri == 0 || mlooptri != NULL);
BLI_assert(poly_to_tri_count(dm->numPolyData, dm->numLoopData) == dm->looptris.num);
BLI_assert(tottri == dm->looptris.num);
for (i = 0, poly_index = 0; i < tottri; i += 2, poly_index += 1) {
MLoopTri *lt;
lt = &mlooptri[i];
/* quad is (0, 3, 2, 1) */
lt->tri[0] = (poly_index * 4) + 0;
lt->tri[1] = (poly_index * 4) + 2;
lt->tri[2] = (poly_index * 4) + 3;
lt->poly = poly_index;
lt = &mlooptri[i + 1];
lt->tri[0] = (poly_index * 4) + 0;
lt->tri[1] = (poly_index * 4) + 1;
lt->tri[2] = (poly_index * 4) + 2;
lt->poly = poly_index;
}
BLI_assert(dm->looptris.array == NULL);
atomic_cas_ptr((void **)&dm->looptris.array, dm->looptris.array, dm->looptris.array_wip);
dm->looptris.array_wip = NULL;
}
static void ccgDM_calcNormals(DerivedMesh *dm)
{
/* Nothing to do: CCG calculates normals during drawing */
dm->dirty &= ~DM_DIRTY_NORMALS;
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
static void set_default_ccgdm_callbacks(CCGDerivedMesh *ccgdm)
{
ccgdm->dm.getMinMax = ccgDM_getMinMax;
ccgdm->dm.getNumVerts = ccgDM_getNumVerts;
ccgdm->dm.getNumEdges = ccgDM_getNumEdges;
ccgdm->dm.getNumLoops = ccgDM_getNumLoops;
/* reuse of ccgDM_getNumTessFaces is intentional here: subsurf polys are just created from tessfaces */
ccgdm->dm.getNumPolys = ccgDM_getNumPolys;
ccgdm->dm.getNumTessFaces = ccgDM_getNumTessFaces;
ccgdm->dm.getVert = ccgDM_getFinalVert;
ccgdm->dm.getEdge = ccgDM_getFinalEdge;
ccgdm->dm.getTessFace = ccgDM_getFinalFace;
ccgdm->dm.getVertCo = ccgDM_getFinalVertCo;
ccgdm->dm.getVertNo = ccgDM_getFinalVertNo;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
ccgdm->dm.copyVertArray = ccgDM_copyFinalVertArray;
ccgdm->dm.copyEdgeArray = ccgDM_copyFinalEdgeArray;
ccgdm->dm.copyTessFaceArray = ccgDM_copyFinalFaceArray;
ccgdm->dm.copyLoopArray = ccgDM_copyFinalLoopArray;
ccgdm->dm.copyPolyArray = ccgDM_copyFinalPolyArray;
ccgdm->dm.getVertData = ccgDM_get_vert_data;
ccgdm->dm.getEdgeData = ccgDM_get_edge_data;
ccgdm->dm.getTessFaceData = ccgDM_get_tessface_data;
ccgdm->dm.getPolyData = ccgDM_get_poly_data;
ccgdm->dm.getVertDataArray = ccgDM_get_vert_data_layer;
ccgdm->dm.getEdgeDataArray = ccgDM_get_edge_data_layer;
ccgdm->dm.getTessFaceDataArray = ccgDM_get_tessface_data_layer;
ccgdm->dm.getPolyDataArray = ccgDM_get_poly_data_layer;
ccgdm->dm.getNumGrids = ccgDM_getNumGrids;
ccgdm->dm.getGridSize = ccgDM_getGridSize;
ccgdm->dm.getGridData = ccgDM_getGridData;
ccgdm->dm.getGridOffset = ccgDM_getGridOffset;
ccgdm->dm.getGridKey = ccgDM_getGridKey;
ccgdm->dm.getGridFlagMats = ccgDM_getGridFlagMats;
ccgdm->dm.getGridHidden = ccgDM_getGridHidden;
ccgdm->dm.getPolyMap = ccgDM_getPolyMap;
ccgdm->dm.getPBVH = ccgDM_getPBVH;
ccgdm->dm.calcNormals = ccgDM_calcNormals;
ccgdm->dm.calcLoopNormals = CDDM_calc_loop_normals;
ccgdm->dm.calcLoopNormalsSpaceArray = CDDM_calc_loop_normals_spacearr;
ccgdm->dm.calcLoopTangents = DM_calc_loop_tangents;
ccgdm->dm.recalcTessellation = ccgDM_recalcTessellation;
ccgdm->dm.recalcLoopTri = ccgDM_recalcLoopTri;
ccgdm->dm.getVertCos = ccgdm_getVertCos;
ccgdm->dm.foreachMappedVert = ccgDM_foreachMappedVert;
ccgdm->dm.foreachMappedEdge = ccgDM_foreachMappedEdge;
ccgdm->dm.foreachMappedLoop = ccgDM_foreachMappedLoop;
ccgdm->dm.foreachMappedFaceCenter = ccgDM_foreachMappedFaceCenter;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
ccgdm->dm.drawVerts = ccgDM_drawVerts;
ccgdm->dm.drawEdges = ccgDM_drawEdges;
ccgdm->dm.drawLooseEdges = ccgDM_drawLooseEdges;
ccgdm->dm.drawFacesSolid = ccgDM_drawFacesSolid;
ccgdm->dm.drawFacesGLSL = ccgDM_drawFacesGLSL;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
ccgdm->dm.drawMappedFaces = ccgDM_drawMappedFaces;
ccgdm->dm.drawMappedFacesGLSL = ccgDM_drawMappedFacesGLSL;
ccgdm->dm.drawMappedFacesMat = ccgDM_drawMappedFacesMat;
ccgdm->dm.drawMappedEdgesInterp = ccgDM_drawMappedEdgesInterp;
ccgdm->dm.drawMappedEdges = ccgDM_drawMappedEdges;
ccgdm->dm.gpuObjectNew = ccgDM_GPUObjectNew;
ccgdm->dm.copy_gpu_data = ccgDM_copy_gpu_data;
ccgdm->dm.release = ccgDM_release;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
static void create_ccgdm_maps(CCGDerivedMesh *ccgdm,
CCGSubSurf *ss)
{
CCGVertIterator vi;
CCGEdgeIterator ei;
CCGFaceIterator fi;
int totvert, totedge, totface;
totvert = ccgSubSurf_getNumVerts(ss);
ccgdm->vertMap = MEM_mallocN(totvert * sizeof(*ccgdm->vertMap), "vertMap");
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
for (ccgSubSurf_initVertIterator(ss, &vi);
!ccgVertIterator_isStopped(&vi);
ccgVertIterator_next(&vi))
{
CCGVert *v = ccgVertIterator_getCurrent(&vi);
ccgdm->vertMap[GET_INT_FROM_POINTER(ccgSubSurf_getVertVertHandle(v))].vert = v;
}
totedge = ccgSubSurf_getNumEdges(ss);
ccgdm->edgeMap = MEM_mallocN(totedge * sizeof(*ccgdm->edgeMap), "edgeMap");
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
for (ccgSubSurf_initEdgeIterator(ss, &ei);
!ccgEdgeIterator_isStopped(&ei);
ccgEdgeIterator_next(&ei))
{
CCGEdge *e = ccgEdgeIterator_getCurrent(&ei);
ccgdm->edgeMap[GET_INT_FROM_POINTER(ccgSubSurf_getEdgeEdgeHandle(e))].edge = e;
}
totface = ccgSubSurf_getNumFaces(ss);
ccgdm->faceMap = MEM_mallocN(totface * sizeof(*ccgdm->faceMap), "faceMap");
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
for (ccgSubSurf_initFaceIterator(ss, &fi);
!ccgFaceIterator_isStopped(&fi);
ccgFaceIterator_next(&fi))
{
CCGFace *f = ccgFaceIterator_getCurrent(&fi);
ccgdm->faceMap[GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f))].face = f;
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
/* Fill in all geometry arrays making it possible to access any
* hires data from the CPU.
*/
static void set_ccgdm_all_geometry(CCGDerivedMesh *ccgdm,
CCGSubSurf *ss,
DerivedMesh *dm,
bool useSubsurfUv)
{
const int totvert = ccgSubSurf_getNumVerts(ss);
const int totedge = ccgSubSurf_getNumEdges(ss);
const int totface = ccgSubSurf_getNumFaces(ss);
int index;
int i;
int vertNum = 0, edgeNum = 0, faceNum = 0;
int *vertOrigIndex, *faceOrigIndex, *polyOrigIndex, *base_polyOrigIndex, *edgeOrigIndex;
short *edgeFlags = ccgdm->edgeFlags;
DMFlagMat *faceFlags = ccgdm->faceFlags;
int *polyidx = NULL;
#ifndef USE_DYNSIZE
int *loopidx = NULL, *vertidx = NULL;
BLI_array_declare(loopidx);
BLI_array_declare(vertidx);
#endif
int loopindex, loopindex2;
int edgeSize;
int gridSize;
int gridFaces, gridCuts;
int gridSideEdges;
int gridInternalEdges;
WeightTable wtable = {NULL};
MEdge *medge = NULL;
MPoly *mpoly = NULL;
bool has_edge_cd;
edgeSize = ccgSubSurf_getEdgeSize(ss);
gridSize = ccgSubSurf_getGridSize(ss);
gridFaces = gridSize - 1;
gridCuts = gridSize - 2;
/*gridInternalVerts = gridSideVerts * gridSideVerts; - as yet, unused */
gridSideEdges = gridSize - 1;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
gridInternalEdges = (gridSideEdges - 1) * gridSideEdges * 2;
/* mvert = dm->getVertArray(dm); */ /* UNUSED */
medge = dm->getEdgeArray(dm);
/* mface = dm->getTessFaceArray(dm); */ /* UNUSED */
mpoly = CustomData_get_layer(&dm->polyData, CD_MPOLY);
base_polyOrigIndex = CustomData_get_layer(&dm->polyData, CD_ORIGINDEX);
vertOrigIndex = DM_get_vert_data_layer(&ccgdm->dm, CD_ORIGINDEX);
edgeOrigIndex = DM_get_edge_data_layer(&ccgdm->dm, CD_ORIGINDEX);
faceOrigIndex = DM_get_tessface_data_layer(&ccgdm->dm, CD_ORIGINDEX);
polyOrigIndex = DM_get_poly_data_layer(&ccgdm->dm, CD_ORIGINDEX);
has_edge_cd = ((ccgdm->dm.edgeData.totlayer - (edgeOrigIndex ? 1 : 0)) != 0);
#if 0
/* this is not in trunk, can gives problems because colors initialize
2012-03-18 07:38:51 +00:00
* as black, just don't do it!, it works fine - campbell */
if (!CustomData_has_layer(&ccgdm->dm.faceData, CD_MCOL))
DM_add_tessface_layer(&ccgdm->dm, CD_MCOL, CD_CALLOC, NULL);
mcol = DM_get_tessface_data_layer(&ccgdm->dm, CD_MCOL);
#endif
loopindex = loopindex2 = 0; /* current loop index */
2009-08-18 20:05:08 +00:00
for (index = 0; index < totface; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int numVerts = ccgSubSurf_getFaceNumVerts(f);
int numFinalEdges = numVerts * (gridSideEdges + gridInternalEdges);
int origIndex = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(f));
2012-04-22 00:20:58 +00:00
int g2_wid = gridCuts + 2;
2013-03-16 14:33:32 +00:00
float *w, *w2;
int s, x, y;
#ifdef USE_DYNSIZE
int loopidx[numVerts], vertidx[numVerts];
#endif
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w = get_ss_weights(&wtable, gridCuts, numVerts);
ccgdm->faceMap[index].startVert = vertNum;
ccgdm->faceMap[index].startEdge = edgeNum;
ccgdm->faceMap[index].startFace = faceNum;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
faceFlags->flag = mpoly ? mpoly[origIndex].flag : 0;
faceFlags->mat_nr = mpoly ? mpoly[origIndex].mat_nr : 0;
faceFlags++;
/* set the face base vert */
2012-04-22 00:20:58 +00:00
*((int *)ccgSubSurf_getFaceUserData(ss, f)) = vertNum;
#ifndef USE_DYNSIZE
BLI_array_clear(loopidx);
BLI_array_grow_items(loopidx, numVerts);
#endif
for (s = 0; s < numVerts; s++) {
loopidx[s] = loopindex++;
}
#ifndef USE_DYNSIZE
BLI_array_clear(vertidx);
BLI_array_grow_items(vertidx, numVerts);
#endif
for (s = 0; s < numVerts; s++) {
CCGVert *v = ccgSubSurf_getFaceVert(f, s);
vertidx[s] = GET_INT_FROM_POINTER(ccgSubSurf_getVertVertHandle(v));
2009-08-18 20:05:08 +00:00
}
/*I think this is for interpolating the center vert?*/
2013-01-07 03:24:22 +00:00
w2 = w; // + numVerts*(g2_wid-1) * (g2_wid-1); //numVerts*((g2_wid-1) * g2_wid+g2_wid-1);
DM_interp_vert_data(dm, &ccgdm->dm, vertidx, w2,
2009-08-18 20:05:08 +00:00
numVerts, vertNum);
if (vertOrigIndex) {
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*vertOrigIndex = ORIGINDEX_NONE;
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vertOrigIndex++;
}
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vertNum++;
2009-08-18 20:05:08 +00:00
/*interpolate per-vert data*/
for (s = 0; s < numVerts; s++) {
for (x = 1; x < gridFaces; x++) {
2012-04-22 00:20:58 +00:00
w2 = w + s * numVerts * g2_wid * g2_wid + x * numVerts;
DM_interp_vert_data(dm, &ccgdm->dm, vertidx, w2,
2012-04-22 00:20:58 +00:00
numVerts, vertNum);
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if (vertOrigIndex) {
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*vertOrigIndex = ORIGINDEX_NONE;
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vertOrigIndex++;
}
2012-05-09 09:24:15 +00:00
vertNum++;
2009-08-18 20:05:08 +00:00
}
}
/*interpolate per-vert data*/
for (s = 0; s < numVerts; s++) {
for (y = 1; y < gridFaces; y++) {
for (x = 1; x < gridFaces; x++) {
2012-04-22 00:20:58 +00:00
w2 = w + s * numVerts * g2_wid * g2_wid + (y * g2_wid + x) * numVerts;
DM_interp_vert_data(dm, &ccgdm->dm, vertidx, w2,
2012-04-22 00:20:58 +00:00
numVerts, vertNum);
if (vertOrigIndex) {
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*vertOrigIndex = ORIGINDEX_NONE;
2012-05-09 09:24:15 +00:00
vertOrigIndex++;
}
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vertNum++;
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}
}
}
if (edgeOrigIndex) {
for (i = 0; i < numFinalEdges; ++i) {
edgeOrigIndex[edgeNum + i] = ORIGINDEX_NONE;
}
}
2012-04-22 00:20:58 +00:00
for (s = 0; s < numVerts; s++) {
2009-08-18 20:05:08 +00:00
/*interpolate per-face data*/
2012-04-22 00:20:58 +00:00
for (y = 0; y < gridFaces; y++) {
for (x = 0; x < gridFaces; x++) {
w2 = w + s * numVerts * g2_wid * g2_wid + (y * g2_wid + x) * numVerts;
CustomData_interp(&dm->loopData, &ccgdm->dm.loopData,
loopidx, w2, NULL, numVerts, loopindex2);
loopindex2++;
2012-04-22 00:20:58 +00:00
w2 = w + s * numVerts * g2_wid * g2_wid + ((y + 1) * g2_wid + (x)) * numVerts;
CustomData_interp(&dm->loopData, &ccgdm->dm.loopData,
loopidx, w2, NULL, numVerts, loopindex2);
loopindex2++;
2012-04-22 00:20:58 +00:00
w2 = w + s * numVerts * g2_wid * g2_wid + ((y + 1) * g2_wid + (x + 1)) * numVerts;
CustomData_interp(&dm->loopData, &ccgdm->dm.loopData,
loopidx, w2, NULL, numVerts, loopindex2);
loopindex2++;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
2012-04-22 00:20:58 +00:00
w2 = w + s * numVerts * g2_wid * g2_wid + ((y) * g2_wid + (x + 1)) * numVerts;
CustomData_interp(&dm->loopData, &ccgdm->dm.loopData,
loopidx, w2, NULL, numVerts, loopindex2);
loopindex2++;
2009-08-18 20:05:08 +00:00
/*copy over poly data, e.g. mtexpoly*/
CustomData_copy_data(&dm->polyData, &ccgdm->dm.polyData, origIndex, faceNum, 1);
2009-08-30 21:52:13 +00:00
/*set original index data*/
if (faceOrigIndex) {
/* reference the index in 'polyOrigIndex' */
*faceOrigIndex = faceNum;
faceOrigIndex++;
}
if (polyOrigIndex) {
*polyOrigIndex = base_polyOrigIndex ? base_polyOrigIndex[origIndex] : origIndex;
polyOrigIndex++;
}
2009-08-30 21:52:13 +00:00
ccgdm->reverseFaceMap[faceNum] = index;
/* This is a simple one to one mapping, here... */
if (polyidx) {
polyidx[faceNum] = faceNum;
}
faceNum++;
}
}
}
2009-08-18 20:05:08 +00:00
edgeNum += numFinalEdges;
}
for (index = 0; index < totedge; ++index) {
CCGEdge *e = ccgdm->edgeMap[index].edge;
2009-08-18 20:05:08 +00:00
int numFinalEdges = edgeSize - 1;
int mapIndex = ccgDM_getEdgeMapIndex(ss, e);
2009-08-18 20:05:08 +00:00
int x;
int vertIdx[2];
int edgeIdx = GET_INT_FROM_POINTER(ccgSubSurf_getEdgeEdgeHandle(e));
2009-08-18 20:05:08 +00:00
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CCGVert *v;
v = ccgSubSurf_getEdgeVert0(e);
vertIdx[0] = GET_INT_FROM_POINTER(ccgSubSurf_getVertVertHandle(v));
v = ccgSubSurf_getEdgeVert1(e);
vertIdx[1] = GET_INT_FROM_POINTER(ccgSubSurf_getVertVertHandle(v));
2009-08-18 20:05:08 +00:00
ccgdm->edgeMap[index].startVert = vertNum;
ccgdm->edgeMap[index].startEdge = edgeNum;
2009-08-18 20:05:08 +00:00
if (edgeIdx >= 0 && edgeFlags)
edgeFlags[edgeIdx] = medge[edgeIdx].flag;
2009-08-18 20:05:08 +00:00
/* set the edge base vert */
2012-04-22 00:20:58 +00:00
*((int *)ccgSubSurf_getEdgeUserData(ss, e)) = vertNum;
2009-08-18 20:05:08 +00:00
for (x = 1; x < edgeSize - 1; x++) {
2009-08-18 20:05:08 +00:00
float w[2];
w[1] = (float) x / (edgeSize - 1);
w[0] = 1 - w[1];
DM_interp_vert_data(dm, &ccgdm->dm, vertIdx, w, 2, vertNum);
if (vertOrigIndex) {
*vertOrigIndex = ORIGINDEX_NONE;
2012-05-09 09:24:15 +00:00
vertOrigIndex++;
}
2012-05-09 09:24:15 +00:00
vertNum++;
2009-08-18 20:05:08 +00:00
}
if (has_edge_cd) {
BLI_assert(edgeIdx >= 0 && edgeIdx < dm->getNumEdges(dm));
for (i = 0; i < numFinalEdges; ++i) {
CustomData_copy_data(&dm->edgeData, &ccgdm->dm.edgeData, edgeIdx, edgeNum + i, 1);
}
}
if (edgeOrigIndex) {
for (i = 0; i < numFinalEdges; ++i) {
edgeOrigIndex[edgeNum + i] = mapIndex;
}
2009-08-18 20:05:08 +00:00
}
edgeNum += numFinalEdges;
}
if (useSubsurfUv) {
2011-10-30 09:48:59 +00:00
CustomData *ldata = &ccgdm->dm.loopData;
CustomData *dmldata = &dm->loopData;
int numlayer = CustomData_number_of_layers(ldata, CD_MLOOPUV);
int dmnumlayer = CustomData_number_of_layers(dmldata, CD_MLOOPUV);
2012-04-22 00:20:58 +00:00
for (i = 0; i < numlayer && i < dmnumlayer; i++)
2011-10-30 09:48:59 +00:00
set_subsurf_uv(ss, dm, &ccgdm->dm, i);
}
for (index = 0; index < totvert; ++index) {
CCGVert *v = ccgdm->vertMap[index].vert;
int mapIndex = ccgDM_getVertMapIndex(ccgdm->ss, v);
int vertIdx;
vertIdx = GET_INT_FROM_POINTER(ccgSubSurf_getVertVertHandle(v));
ccgdm->vertMap[index].startVert = vertNum;
/* set the vert base vert */
2012-04-22 00:20:58 +00:00
*((int *) ccgSubSurf_getVertUserData(ss, v)) = vertNum;
DM_copy_vert_data(dm, &ccgdm->dm, vertIdx, vertNum, 1);
if (vertOrigIndex) {
*vertOrigIndex = mapIndex;
2012-05-09 09:24:15 +00:00
vertOrigIndex++;
}
2012-05-09 09:24:15 +00:00
vertNum++;
}
#ifndef USE_DYNSIZE
BLI_array_free(vertidx);
BLI_array_free(loopidx);
#endif
free_ss_weights(&wtable);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
BLI_assert(vertNum == ccgSubSurf_getNumFinalVerts(ss));
BLI_assert(edgeNum == ccgSubSurf_getNumFinalEdges(ss));
BLI_assert(loopindex2 == ccgSubSurf_getNumFinalFaces(ss) * 4);
BLI_assert(faceNum == ccgSubSurf_getNumFinalFaces(ss));
}
/* Fill in only geometry arrays needed for the GPU tessellation. */
static void set_ccgdm_gpu_geometry(CCGDerivedMesh *ccgdm, DerivedMesh *dm)
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
{
const int totface = dm->getNumPolys(dm);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
MPoly *mpoly = CustomData_get_layer(&dm->polyData, CD_MPOLY);
int index;
DMFlagMat *faceFlags = ccgdm->faceFlags;
for (index = 0; index < totface; index++) {
faceFlags->flag = mpoly ? mpoly[index].flag : 0;
faceFlags->mat_nr = mpoly ? mpoly[index].mat_nr : 0;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
faceFlags++;
}
/* TODO(sergey): Fill in edge flags. */
}
static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
int drawInteriorEdges,
int useSubsurfUv,
DerivedMesh *dm,
bool use_gpu_backend)
{
#ifdef WITH_OPENSUBDIV
const int totedge = dm->getNumEdges(dm);
const int totface = dm->getNumPolys(dm);
#else
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
const int totedge = ccgSubSurf_getNumEdges(ss);
const int totface = ccgSubSurf_getNumFaces(ss);
#endif
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
CCGDerivedMesh *ccgdm = MEM_callocN(sizeof(*ccgdm), "ccgdm");
if (use_gpu_backend == false) {
BLI_assert(totedge == ccgSubSurf_getNumEdges(ss));
BLI_assert(totface == ccgSubSurf_getNumFaces(ss));
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
DM_from_template(&ccgdm->dm, dm, DM_TYPE_CCGDM,
ccgSubSurf_getNumFinalVerts(ss),
ccgSubSurf_getNumFinalEdges(ss),
0,
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
ccgSubSurf_getNumFinalFaces(ss) * 4,
ccgSubSurf_getNumFinalFaces(ss));
CustomData_free_layer_active(&ccgdm->dm.polyData, CD_NORMAL,
ccgdm->dm.numPolyData);
ccgdm->reverseFaceMap =
MEM_callocN(sizeof(int) * ccgSubSurf_getNumFinalFaces(ss),
"reverseFaceMap");
create_ccgdm_maps(ccgdm, ss);
}
else {
DM_from_template(&ccgdm->dm, dm, DM_TYPE_CCGDM,
0, 0, 0, 0, dm->getNumPolys(dm));
CustomData_copy_data(&dm->polyData,
&ccgdm->dm.polyData,
0, 0, dm->getNumPolys(dm));
}
set_default_ccgdm_callbacks(ccgdm);
ccgdm->ss = ss;
ccgdm->drawInteriorEdges = drawInteriorEdges;
ccgdm->useSubsurfUv = useSubsurfUv;
ccgdm->useGpuBackend = use_gpu_backend;
/* CDDM hack. */
ccgdm->edgeFlags = MEM_callocN(sizeof(short) * totedge, "edgeFlags");
ccgdm->faceFlags = MEM_callocN(sizeof(DMFlagMat) * totface, "faceFlags");
if (use_gpu_backend == false) {
set_ccgdm_all_geometry(ccgdm, ss, dm, useSubsurfUv != 0);
}
else {
set_ccgdm_gpu_geometry(ccgdm, dm);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
ccgdm->dm.numVertData = ccgSubSurf_getNumFinalVerts(ss);
ccgdm->dm.numEdgeData = ccgSubSurf_getNumFinalEdges(ss);
ccgdm->dm.numPolyData = ccgSubSurf_getNumFinalFaces(ss);
ccgdm->dm.numLoopData = ccgdm->dm.numPolyData * 4;
ccgdm->dm.numTessFaceData = 0;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
BLI_mutex_init(&ccgdm->loops_cache_lock);
BLI_rw_mutex_init(&ccgdm->origindex_cache_rwlock);
return ccgdm;
}
/***/
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
static bool subsurf_use_gpu_backend(SubsurfFlags flags)
{
#ifdef WITH_OPENSUBDIV
/* Use GPU backend if it's a last modifier in the stack
* and user choosed to use any of the OSD compute devices,
* but also check if GPU has all needed features.
*/
return
(flags & SUBSURF_USE_GPU_BACKEND) != 0 &&
(U.opensubdiv_compute_type != USER_OPENSUBDIV_COMPUTE_NONE);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
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#else
(void)flags;
return false;
#endif
}
struct DerivedMesh *subsurf_make_derived_from_derived(
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struct DerivedMesh *dm,
struct SubsurfModifierData *smd,
float (*vertCos)[3],
SubsurfFlags flags)
{
int useSimple = (smd->subdivType == ME_SIMPLE_SUBSURF) ? CCG_SIMPLE_SUBDIV : 0;
CCGFlags useAging = (smd->flags & eSubsurfModifierFlag_DebugIncr) ? CCG_USE_AGING : 0;
int useSubsurfUv = smd->flags & eSubsurfModifierFlag_SubsurfUv;
int drawInteriorEdges = !(smd->flags & eSubsurfModifierFlag_ControlEdges);
CCGDerivedMesh *result;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
bool use_gpu_backend = subsurf_use_gpu_backend(flags);
/* note: editmode calculation can only run once per
* modifier stack evaluation (uses freed cache) [#36299] */
if (flags & SUBSURF_FOR_EDIT_MODE) {
int levels = (smd->modifier.scene) ? get_render_subsurf_level(&smd->modifier.scene->r, smd->levels, false) : smd->levels;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
/* TODO(sergey): Same as emCache below. */
if ((flags & SUBSURF_IN_EDIT_MODE) && smd->mCache) {
ccgSubSurf_free(smd->mCache);
smd->mCache = NULL;
}
smd->emCache = _getSubSurf(smd->emCache, levels, 3, useSimple | useAging | CCG_CALC_NORMALS);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
ccgSubSurf_setSkipGrids(smd->emCache, use_gpu_backend);
#endif
ss_sync_from_derivedmesh(smd->emCache, dm, vertCos, useSimple, useSubsurfUv);
result = getCCGDerivedMesh(smd->emCache,
2012-04-22 00:20:58 +00:00
drawInteriorEdges,
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
useSubsurfUv, dm, use_gpu_backend);
}
else if (flags & SUBSURF_USE_RENDER_PARAMS) {
/* Do not use cache in render mode. */
CCGSubSurf *ss;
int levels = (smd->modifier.scene) ? get_render_subsurf_level(&smd->modifier.scene->r, smd->renderLevels, true) : smd->renderLevels;
2010-01-25 21:58:00 +00:00
if (levels == 0)
return dm;
ss = _getSubSurf(NULL, levels, 3, useSimple | CCG_USE_ARENA | CCG_CALC_NORMALS);
ss_sync_from_derivedmesh(ss, dm, vertCos, useSimple, useSubsurfUv);
result = getCCGDerivedMesh(ss,
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
drawInteriorEdges, useSubsurfUv, dm, false);
result->freeSS = 1;
}
else {
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int useIncremental = (smd->flags & eSubsurfModifierFlag_Incremental);
int levels = (smd->modifier.scene) ? get_render_subsurf_level(&smd->modifier.scene->r, smd->levels, false) : smd->levels;
CCGSubSurf *ss;
/* It is quite possible there is a much better place to do this. It
2012-03-01 12:20:18 +00:00
* depends a bit on how rigorously we expect this function to never
* be called in editmode. In semi-theory we could share a single
* cache, but the handles used inside and outside editmode are not
* the same so we would need some way of converting them. Its probably
* not worth the effort. But then why am I even writing this long
* comment that no one will read? Hmmm. - zr
*
* Addendum: we can't really ensure that this is never called in edit
* mode, so now we have a parameter to verify it. - brecht
*/
if (!(flags & SUBSURF_IN_EDIT_MODE) && smd->emCache) {
ccgSubSurf_free(smd->emCache);
smd->emCache = NULL;
}
if (useIncremental && (flags & SUBSURF_IS_FINAL_CALC)) {
smd->mCache = ss = _getSubSurf(smd->mCache, levels, 3, useSimple | useAging | CCG_CALC_NORMALS);
ss_sync_from_derivedmesh(ss, dm, vertCos, useSimple, useSubsurfUv);
result = getCCGDerivedMesh(smd->mCache,
2012-04-22 00:20:58 +00:00
drawInteriorEdges,
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
useSubsurfUv, dm, false);
}
else {
CCGFlags ccg_flags = useSimple | CCG_USE_ARENA | CCG_CALC_NORMALS;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
CCGSubSurf *prevSS = NULL;
if (smd->mCache && (flags & SUBSURF_IS_FINAL_CALC)) {
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
/* With OpenSubdiv enabled we always tries to re-use previos
* subsurf structure in order to save computation time since
* re-creation is rather a complicated business.
*
* TODO(sergey): There was a good eason why final calculation
* used to free entirely cached subsurf structure. reason of
2015-09-14 02:21:15 +10:00
* this is to be investigated still to be sure we don't have
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
* regressions here.
*/
if (use_gpu_backend) {
prevSS = smd->mCache;
}
else
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#endif
{
ccgSubSurf_free(smd->mCache);
smd->mCache = NULL;
}
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
Add mask support to CCGSubSurf and multires. * Add new CCG function ccgSubSurf_setAllocMask(). Similar to to ccgSubSurf_setCalcVertexNormals(), it sets whether the CCG elements have a mask layer and what that layer's offset is. Unlike normals however, it doesn't change any behavior during CCG calculation; it's there only to give CCGKey information on the mask. * Add a new flag to _getSubSurf(), CCG_ALLOC_MASK. If set, space for an extra layer is allocated, but the number of CCG layers is not set to include it. This is done because GridPaintMasks are absolute, rather than being relative to the subdivided output (as MDisp displacements are), so we skip subdividing paint masks here. * Add a new flag to subsurf_make_derived_from_derived(), SUBSURF_ALLOC_PAINT_MASK. This controls whether CCG_ALLOC_MASK is set for _getSubSurf(). Related, masks are never loaded in during ss_sync_from_derivedmesh(). After subdivision is finished, if the alloc mask flag is set, the number of CCG layers is increase to 4 with ccgSubSurf_setNumLayers(). * Add a new flag to multires_make_from_derived(), MULTIRES_ALLOC_PAINT_MASK. Not all multires functions need paint mask data (e.g. multiresModifier_base_apply.) This flag is always set in MOD_multires.c so that subdividing a mesh with a mask updates properly even when not in sculpt mode. * Update multiresModifier_disp_run() to apply, calculate, and add mask elements. It's almost the same as the existing operations with xyz coordinates, but treats masks as absolute rather than displacements relative to subdivided values. * Update multires_customdata_delete to free CD_GRID_PAINT_MASK in addition to CD_MDISPS. * Update multires_del_higher() to call the new function multires_grid_paint_mask_downsample(), which allocates a lower-resolution paint mask grid and copies values over from the high-resolution grid.
2012-05-10 20:34:08 +00:00
if (flags & SUBSURF_ALLOC_PAINT_MASK)
ccg_flags |= CCG_ALLOC_MASK;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
ss = _getSubSurf(prevSS, levels, 3, ccg_flags);
#ifdef WITH_OPENSUBDIV
ccgSubSurf_setSkipGrids(ss, use_gpu_backend);
#endif
ss_sync_from_derivedmesh(ss, dm, vertCos, useSimple, useSubsurfUv);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
result = getCCGDerivedMesh(ss, drawInteriorEdges, useSubsurfUv, dm, use_gpu_backend);
if (flags & SUBSURF_IS_FINAL_CALC)
smd->mCache = ss;
else
result->freeSS = 1;
Add mask support to CCGSubSurf and multires. * Add new CCG function ccgSubSurf_setAllocMask(). Similar to to ccgSubSurf_setCalcVertexNormals(), it sets whether the CCG elements have a mask layer and what that layer's offset is. Unlike normals however, it doesn't change any behavior during CCG calculation; it's there only to give CCGKey information on the mask. * Add a new flag to _getSubSurf(), CCG_ALLOC_MASK. If set, space for an extra layer is allocated, but the number of CCG layers is not set to include it. This is done because GridPaintMasks are absolute, rather than being relative to the subdivided output (as MDisp displacements are), so we skip subdividing paint masks here. * Add a new flag to subsurf_make_derived_from_derived(), SUBSURF_ALLOC_PAINT_MASK. This controls whether CCG_ALLOC_MASK is set for _getSubSurf(). Related, masks are never loaded in during ss_sync_from_derivedmesh(). After subdivision is finished, if the alloc mask flag is set, the number of CCG layers is increase to 4 with ccgSubSurf_setNumLayers(). * Add a new flag to multires_make_from_derived(), MULTIRES_ALLOC_PAINT_MASK. Not all multires functions need paint mask data (e.g. multiresModifier_base_apply.) This flag is always set in MOD_multires.c so that subdividing a mesh with a mask updates properly even when not in sculpt mode. * Update multiresModifier_disp_run() to apply, calculate, and add mask elements. It's almost the same as the existing operations with xyz coordinates, but treats masks as absolute rather than displacements relative to subdivided values. * Update multires_customdata_delete to free CD_GRID_PAINT_MASK in addition to CD_MDISPS. * Update multires_del_higher() to call the new function multires_grid_paint_mask_downsample(), which allocates a lower-resolution paint mask grid and copies values over from the high-resolution grid.
2012-05-10 20:34:08 +00:00
if (flags & SUBSURF_ALLOC_PAINT_MASK)
ccgSubSurf_setNumLayers(ss, 4);
}
}
2012-04-22 00:20:58 +00:00
return (DerivedMesh *)result;
}
void subsurf_calculate_limit_positions(Mesh *me, float (*r_positions)[3])
{
/* Finds the subsurf limit positions for the verts in a mesh
* and puts them in an array of floats. Please note that the
* calculated vert positions is incorrect for the verts
* on the boundary of the mesh.
*/
CCGSubSurf *ss = _getSubSurf(NULL, 1, 3, CCG_USE_ARENA);
float edge_sum[3], face_sum[3];
CCGVertIterator vi;
DerivedMesh *dm = CDDM_from_mesh(me);
ss_sync_from_derivedmesh(ss, dm, NULL, 0, 0);
for (ccgSubSurf_initVertIterator(ss, &vi); !ccgVertIterator_isStopped(&vi); ccgVertIterator_next(&vi)) {
CCGVert *v = ccgVertIterator_getCurrent(&vi);
int idx = GET_INT_FROM_POINTER(ccgSubSurf_getVertVertHandle(v));
int N = ccgSubSurf_getVertNumEdges(v);
int numFaces = ccgSubSurf_getVertNumFaces(v);
float *co;
int i;
zero_v3(edge_sum);
zero_v3(face_sum);
2012-04-22 00:20:58 +00:00
for (i = 0; i < N; i++) {
CCGEdge *e = ccgSubSurf_getVertEdge(v, i);
add_v3_v3v3(edge_sum, edge_sum, ccgSubSurf_getEdgeData(ss, e, 1));
}
2012-04-22 00:20:58 +00:00
for (i = 0; i < numFaces; i++) {
CCGFace *f = ccgSubSurf_getVertFace(v, i);
add_v3_v3(face_sum, ccgSubSurf_getFaceCenterData(f));
}
/* ad-hoc correction for boundary vertices, to at least avoid them
* moving completely out of place (brecht) */
if (numFaces && numFaces != N)
2012-04-22 00:20:58 +00:00
mul_v3_fl(face_sum, (float)N / (float)numFaces);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
co = ccgSubSurf_getVertData(ss, v);
r_positions[idx][0] = (co[0] * N * N + edge_sum[0] * 4 + face_sum[0]) / (N * (N + 5));
r_positions[idx][1] = (co[1] * N * N + edge_sum[1] * 4 + face_sum[1]) / (N * (N + 5));
r_positions[idx][2] = (co[2] * N * N + edge_sum[2] * 4 + face_sum[2]) / (N * (N + 5));
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
ccgSubSurf_free(ss);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
}
bool subsurf_has_edges(DerivedMesh *dm)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
return true;
}
2015-08-05 23:50:22 +10:00
#else
(void)ccgdm;
#endif
return dm->getNumEdges(dm) != 0;
}
bool subsurf_has_faces(DerivedMesh *dm)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
#ifdef WITH_OPENSUBDIV
if (ccgdm->useGpuBackend) {
return true;
}
2015-08-05 23:50:22 +10:00
#else
(void)ccgdm;
#endif
return dm->getNumPolys(dm) != 0;
}