Commit Graph

66 Commits

Author SHA1 Message Date
f8a499b596 OpenSubdiv: Add stub implementation of C-API
C-API is way smaller than the rest of the code which uses it.
So better to conditionally compile stub implementation than
to keep adding ifdef everywhere.
2018-08-13 12:37:18 +02:00
cb58658f41 Cleanup: style 2018-08-08 10:59:50 +10:00
86270b60db Subsurf: Evaluate all UV layers
Before that it was only first UV layer which was properly evaluated,
the rest were ignored. Now all layers are being properly handled.
2018-08-01 18:43:03 +02:00
08e6bccdf4 Subsurf: Support subdivision of loose elements
Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's
topology converter expects that there is no loose geometry, otherwise it
is getting confused.

For now solution is to create some sort of mapping from real Mesh vertex
and edge index to a non-loose-index. Now the annoying part is that this
is an extra step to calculate before we can compare topology, meaning FPS
will not be as great as if we knew for sure that topology didn't change.

Loose edges subdivision is different from what it used to be with old
subdivision code, but probably nice feature now is that endpoints of loose
edges are stay at the coarse vertex locations. This allows to have things
like plane with hair strands, without need to duplicate edge vertices at
endpoints.

All this required some re-work of topology refiner creation, which is now
only passing edges and vertices which are adjacent to face. This is how
topology refiner is supposed to be used, and this is how its validator
also works. Vertices which are adjacent to loose edges are marked as
infinite sharp. This seems to be good-enough approximation for now. In the
future we might tweaks things a bit and push such vertices in average
direction of loose edges, to match old subdivision code closer.
2018-08-01 18:42:59 +02:00
63dc52c66e Subsurf: Cleanup, remove dead code 2018-08-01 18:42:59 +02:00
f06884b18a Cleanup: style, duplicate includes 2018-07-31 20:11:55 +10:00
ad5b611953 Cleanup: style 2018-07-31 19:21:04 +10:00
51c38b5d49 Subsurf: Rework in a way that patches boundaries are merged together
The idea is to create vertices along the coarse edges once, without
splitting coarse edges on separate ptex faces. This requires some
indexing magic, vertices within a patch are no longer sequential.

Not sure how to make it nicer without such a black magic looking
calculations (which are basically boiling down to mimicking order
of verts/edges creation).

In the current offsets calculation loose verts and edges are not
properly taken into account, but those are causing topology refiner
to fail anyway, so it needs a bit deeper change.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3570
2018-07-31 09:24:30 +02:00
af2a801731 Subsurf: Correction to origindex
Only enforce origindex to NONE for a generated geometry. For the rest
of geometry rely on CustomData_copy() to set it to the proper value.

This will ensure origindex is set correct for cases when there is an
array modifier prior to subsurf.
2018-07-27 17:21:31 +02:00
b466c09c30 Subsurf: Fix wrong vertices index in vertex data interpolation 2018-07-23 19:14:36 +02:00
f6eccd367c Subsurf: Subdivide polygons to the same resolution
Previously it was ptex faces which were subdividing to the same
resolution. This was looking like more details for non-quad faces,
but was also causing discontinuity in the edge where quad touches
non-quad polygon.

Now ptex faces which are coming from non-quad faces are subdivided
at a half of resolution, matching old behavior and solving
discontinuity problem.
2018-07-23 19:14:36 +02:00
8a42b3909f Subsurf: Add basic statistics to help benchmarking 2018-07-20 09:28:02 +02:00
3882d0943b Subsurf: Fix wrong edge original index 2018-07-19 11:23:59 +02:00
64bbfaf421 Subsurf: Set original index for high-poly vertices 2018-07-19 11:23:59 +02:00
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
433bb9bbcb Subsurf: Begin new subdivision surface module
The idea is to use this as a replacement of old CCG, now it is
based on OpenSubdiv. The goal is to reduce any possible overhead
which was happening with OpenSubdiv used by CCG.

Currently implemented/supported:

- Creation from mesh, including topology on OpenSubdiv side,
  its refinement.

- Evaluation of limit point, first order derivatives, normal,
  and face-varying data for individual coarse position.

- Evaluation of whole patches.

  Currently not optimized, uses evaluation of individual coarse
  positions.

- Creation of Mesh from subdiv, with all geometry being real:
  all mvert, medge, mloop, and mpoly.

  This includes custom data interpolation, but all faces currently
  are getting separated (they are converted to ptex patches, which
  we need to weld back together).

Still need to support lighter weights grids and such, but this
is already a required part to have subsurf working in the middle
of modifier stack.

Annoying part is ifdef all over the place, to keep it compilable
when OpenSubdiv is disabled. More cleaner approach would be to
have stub API for OpenSubdiv, so everything gets ifdef-ed in a
much fewer places.
2018-07-18 15:42:49 +02:00