Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
144 lines
4.4 KiB
C++
144 lines
4.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2010 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup render
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*/
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#pragma once
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#include "RE_pipeline.h"
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struct Depsgraph;
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struct ImBuf;
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struct Mesh;
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struct Render;
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct BakeImage {
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struct Image *image;
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int tile_number;
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float uv_offset[2];
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int width;
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int height;
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size_t offset;
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/* For associating render result layer with image. */
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char render_layer_name[RE_MAXNAME];
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} BakeImage;
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typedef struct BakeTargets {
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/* All images of the object. */
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BakeImage *images;
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int images_num;
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/* Lookup table from Material number to BakeImage. */
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struct Image **material_to_image;
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int materials_num;
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/* Pixel buffer to bake to. */
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float *result;
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int pixels_num;
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int channels_num;
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/* Baking to non-color data image. */
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bool is_noncolor;
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} BakeTargets;
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typedef struct BakePixel {
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int primitive_id, object_id;
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int seed;
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float uv[2];
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float du_dx, du_dy;
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float dv_dx, dv_dy;
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} BakePixel;
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typedef struct BakeHighPolyData {
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struct Object *ob;
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struct Object *ob_eval;
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struct Mesh *me;
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bool is_flip_object;
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float obmat[4][4];
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float imat[4][4];
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} BakeHighPolyData;
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/* external_engine.c */
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bool RE_bake_has_engine(const struct Render *re);
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bool RE_bake_engine(struct Render *re,
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struct Depsgraph *depsgraph,
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struct Object *object,
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int object_id,
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const BakePixel pixel_array[],
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const BakeTargets *targets,
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eScenePassType pass_type,
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int pass_filter,
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float result[]);
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/* bake.c */
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int RE_pass_depth(eScenePassType pass_type);
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bool RE_bake_pixels_populate_from_objects(struct Mesh *me_low,
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BakePixel pixel_array_from[],
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BakePixel pixel_array_to[],
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BakeHighPolyData highpoly[],
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int tot_highpoly,
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size_t pixels_num,
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bool is_custom_cage,
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float cage_extrusion,
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float max_ray_distance,
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float mat_low[4][4],
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float mat_cage[4][4],
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struct Mesh *me_cage);
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void RE_bake_pixels_populate(struct Mesh *me,
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struct BakePixel *pixel_array,
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size_t pixels_num,
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const struct BakeTargets *targets,
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const char *uv_layer);
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void RE_bake_mask_fill(const BakePixel pixel_array[], size_t pixels_num, char *mask);
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void RE_bake_margin(struct ImBuf *ibuf,
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char *mask,
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int margin,
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char margin_type,
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struct Mesh const *me,
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char const *uv_layer,
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const float uv_offset[2]);
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void RE_bake_normal_world_to_object(const BakePixel pixel_array[],
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size_t pixels_num,
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int depth,
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float result[],
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struct Object *ob,
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const eBakeNormalSwizzle normal_swizzle[3]);
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/**
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* This function converts an object space normal map
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* to a tangent space normal map for a given low poly mesh.
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*/
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void RE_bake_normal_world_to_tangent(const BakePixel pixel_array[],
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size_t pixels_num,
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int depth,
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float result[],
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struct Mesh *me,
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const eBakeNormalSwizzle normal_swizzle[3],
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float mat[4][4]);
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void RE_bake_normal_world_to_world(const BakePixel pixel_array[],
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size_t pixels_num,
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int depth,
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float result[],
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const eBakeNormalSwizzle normal_swizzle[3]);
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void RE_bake_ibuf_clear(struct Image *image, bool is_tangent);
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#ifdef __cplusplus
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}
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#endif
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