* 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.
CCGKey caches information about the CCGSubSurf element layout. This
data, along with the CCG_* inline functions, allows access to
CCGSubSurf elements with an arbitrary number of layers (as opposed to
the hardcoded DMGridData structure which assumes xyz coordinates
followed by three normal components.)
The CCGElem structure is declared but not defined anywhere, just used
as a convenient type.
The layout of vert data in CCGSubSurf is almost the same; previously
it was three floats (for xyz coordinate) optionally followed by three
floats for the normal. The only change is that the first three floats
can now be any number of floats.
* _getSubSurf takes a numLayers parameter to set the number of layers,
stored in CCGMeshIFC.numLayers.
* All calls to _getSubSurf currently have numLayers set to 3, except
for UV subsurf, where it is reduced to 2 (with a corresponding
change when reading the results out to use float (*)[2] rather than
float (*)[3].)
* The various VertData* macros in CCGSubSurf.c are now functions that
take a CCGSubSurf pointer, which provides access to CCGMeshIFC,
which has numLayers.
* Add ccgSubSurf_setNumLayers() to the API. Only changes the number of
layers that get subdivided, doesn't change the amount of memory
allocated. So if space for N layers is allocated, it's safe to set
the number of layers to less than N, but not more.
* The rest of the changes are just adding the 'ss' parameter.
Noted that a floating point exception caused by this r28953.
With the render engine using DerivedMesh normals this came up as a memory error when rendering some files.
for now zero the normals, could interpolate between vertex normals if needed.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
we add extra creasing in the UV mesh, to keep it from shrinking, leading to
distorted UVs, but this wasn't always working right, so tweaked the conditions.
- omit render code from this warning (cmake only), until render branch is merged.
- moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
for now, it's too fine grained and so becomes a performance bottleneck on some
platforms, while only providing a modest speedup on others. Couldn't find a
simple enough solution to solve this, so for now no multithreading here.
* Multithread parts of multires and subsurf. Only loops working on
face grid data and do no memory allocation have been multithreaded,
others would be more complicated.
* Force some CCGSubsurf functions to be inlined, gives a small overall
speedup in subsurf code.
* Fix sculpting not working correct with transformed objects.
* Fix a few cases of "spikes" on lower level multires levels. There's
still cases where it happens, usually on boundary cornders. The
problem is that in such cases the limit surfaces can be very different
from the low res surface, so the tangent space is very different too..
* Fix crash deleting multires higher levels with level set to 0.
* Fix crashes that happened sometimes when adding faces in editmode.
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
removed loop and unused var, since this is a sensitive (and not my) area - I did some mesh comparisons and ran a comparison with the old function passing random values, so this should be ok.
This fixes most of the UV distortion issues with subsurf. Near seams
however there might still be some distortion, but this should at least
not be worse than before. Subsurf UV is enabled by default on new meshes,
and can be enabled in the modifier panel for existing ones.
Before and after:
http://users.pandora.be/blendix/notsmooth.pnghttp://users.pandora.be/blendix/smooth.png