Commit Graph

57 Commits

Author SHA1 Message Date
a0886d1b6e Cleanup: make format 2020-10-11 13:00:49 -04:00
Piotr Ostrowski
eedd7b27f9 Fix T81392: subdivision surface poor shading without limit surface
When the limit surface is disabled OpenSubdiv generates a set of linear
patches which are only C0 continuous, not C1. This makes it impossible to
evaluate derivatives at vertices which, in this mode, are by definition put
at boundaries of patches. Normals are calculated from those derivatives.

Solution is to disable normal calculation and let it be done downstream, as
for other modifiers. This limitation is also the reason that non feature
adaptive subdivision is badly suited for GPU evaluation.

Differential Revision: https://developer.blender.org/D9103
2020-10-05 16:41:43 +02:00
1813a99447 UI: Fix typo "subdivion" -> subdivision
In the Multires panel, use singular Subdivision instead of Subdivisions.
2020-08-12 17:23:56 +02:00
af835ee6f8 Cleanup: use doxy sections for multires & subdiv sources 2020-04-29 12:21:12 +10:00
60d3a801db Subdiv: Split evaluation begin+refine into separate steps
Actually, begin will do the entire initialization.

Refine will only refine if there is a topology refiner associated
with the Subdiv descriptor.

Allows to refine Subdiv to new coarse positions without touching
displacement evaluation. Will be needed to update SubdivCCG during
sculpt undo.
2020-04-01 09:32:46 +02:00
Jeroen Bakker
2e8fb95e7c SubDiv: Incorrect normals loose edges
The normals of loose edges can be non uniform as they aren't normalized.
Checked with what happens with edit loose edges and synchronized the
implementation.

Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D7127
2020-03-26 14:35:27 +01:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
ace5677ef0 Cleanup: spelling, repeated words 2019-11-25 00:55:11 +11:00
8a7085b9d4 Fix T70163: Error painting with Subdivision at end of stack
Deformation of subdivision surface modifier was using wrong coordinates
for the coarse mesh: as the modifier flow goes the coordinates are to be
taken from the input array of coordinates.
2019-09-26 12:01:52 +02:00
b2333a3534 Subdiv: Cleanup, comments 2019-09-19 11:51:25 +02:00
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
490f966af5 Fix multires modifier using too much memory outside of sculpt mode
This reduce memory usage by about 25% in object mode for multires meshes.
2019-08-27 18:22:29 +02:00
7ac0c87473 Fix T67800: Incorrect behavior of simple Subdivision Surface
Stupid typo in an original fix, need to operate in 3D, not in 2D.
2019-07-29 11:26:16 +02:00
cb10bd379b Fix T67599: Issue with Simple subdivision of loose edges
They were always acting as a B-Spline subdivision.
2019-07-25 16:34:01 +02:00
226c6f086a Fix T62941 Subdivision Modifier Showing all face dots
Previously in 2.79 we were using a specialized drawing using derivedMesh.

Now the subsurf modifier tag each center vertex as facedot and let the
DRWManager pick it up.

Some modifiers (deforming ones) do not clear the tag so we can use this
technique even if there is deforming modifiers after subsurf modifiers.
2019-07-08 18:09:52 +02:00
a1ef2e4b16 Cleanup: comment, RNA spelling 2019-06-17 12:52:20 +10:00
4439e5d0ba Cleanup: add trailing commas to avoid right shift 2019-04-18 17:19:44 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
ab0bc65c24 Refactor CDData masks, to have one mask per mesh elem type.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.

Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!

As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).

Reviewers: brecht, campbellbarton, sergey

Differential Revision: https://developer.blender.org/D4407
2019-03-07 11:29:50 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
3be845ce20 Cleanup: Typos in comments (to to) 2019-02-04 01:23:48 +01:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
1e4aab36c2 Cleanup: remove redundant BKE/BLI/BIF headers 2019-01-26 21:20:25 +11:00
fa818170e3 Subdiv: Fix wrong orig_index for vertices of a loose edge 2019-01-24 12:13:36 +01:00
c4be1f861b Fix T60408: Loose edge distort vertex on a surface
Treat those vertices as infinitely sharp. This matches the way
how OpenSubdiv's topology is being created.
2019-01-24 12:13:36 +01:00
e6ad4ec3fc Fix T58994: Subdivision modifier generates artifacts with crease=1
The issue was caused by the lack of averaging of normals for
vertices which are on the ptex face boundaries.
2019-01-23 12:17:30 +01:00
e551ddf712 Fix T60393: Subdiv gives wrong vertex colors 2019-01-10 17:09:48 +01:00
b60aedc14c Fix T58450: Skin modifier not working if applied after subsurf 2018-12-12 15:07:03 +01:00
17a4323ef5 Subdiv: Set edge render flags according to Optimal Display
This is a part of T58609, but work is still needed to properly
support this flag in the draw manager.
2018-12-03 17:05:28 +01:00
0f4cc474c9 Fix broken subdivision surface edit mode cage display. 2018-11-28 20:13:28 +01:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
c9707a408f Subdiv: Move mesh creation functionality to own header 2018-09-04 15:34:52 +02:00
916edab639 Subdiv: Move evaluation functionality to own header 2018-09-04 15:34:52 +02:00
f1508cc8d5 Subdiv: Move FOREACH functionality to own header 2018-09-04 15:34:52 +02:00
0cf12dfc14 Cleanup: indentation, style 2018-08-24 10:32:57 +10:00
686480269b MSVS 2017 Bug - Subdiv Mesh
Apparently, struct initialization can not be empty,

Reviewers: sergey

Reviewed By: sergey

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3636
2018-08-22 17:02:41 +02:00
6b6c27694e Subsurf: Implement foreach traversal for subdivsion topology
This makes it more generic process to perform actions which
depend on ptex face + (u, v) and on subdivided vertex index.

Currently it is still just a subdivision calculation process,
but same foreach callbacks can easily be used to propagate
displacement from known vertex locations back to displacement
grids.
2018-08-22 10:21:45 +02:00
913b8396d9 Multires: Initial groundwork to hook up displacement to new Subdiv object
Adds a displacement support for OpenSubdiov based subsurf object implemented
as a callback which gives vector displacement in object space. Currently is
implemented to calculate displacement based on myltires displacement grids,
but we can support things in the future if needed.

Submitting to review to see if there is something obviously wrong in the
direction (old multires code was sharing same displacement code to both
calculate final displaced mesh and reshape an existing one, which is rather
confusing and probably can be done more cleanly?).

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3604
2018-08-15 15:40:08 +02:00
41ca20e031 Subdiv: Cleanup, dead code 2018-08-15 11:38:13 +02:00
4e1f310b8d Subdiv: Fix memory leak interpolating CD_MDISP
Can not copy data without freeing the previous storage.
2018-08-15 11:28:00 +02:00
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