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blender-archive/source/blender/blenkernel/BKE_subdiv.h
Kévin Dietrich 4425e0cd64 Subdivision: add support for vertex creasing
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.

For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.

The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.

For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).

Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.

For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.

Reviewed By: brecht, fclem, sergey, sybren, campbellbarton

Differential Revision: https://developer.blender.org/D10145
2022-01-20 12:21:34 +01:00

317 lines
13 KiB
C++

/*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2018 by Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_compiler_compat.h"
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Mesh;
struct MultiresModifierData;
struct OpenSubdiv_Converter;
struct OpenSubdiv_Evaluator;
struct OpenSubdiv_TopologyRefiner;
struct Subdiv;
typedef enum eSubdivVtxBoundaryInterpolation {
/* Do not interpolate boundaries. */
SUBDIV_VTX_BOUNDARY_NONE,
/* Sharpen edges. */
SUBDIV_VTX_BOUNDARY_EDGE_ONLY,
/* sharpen edges and corners, */
SUBDIV_VTX_BOUNDARY_EDGE_AND_CORNER,
} eSubdivVtxBoundaryInterpolation;
typedef enum eSubdivFVarLinearInterpolation {
SUBDIV_FVAR_LINEAR_INTERPOLATION_NONE,
SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_ONLY,
SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_AND_JUNCTIONS,
SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_JUNCTIONS_AND_CONCAVE,
SUBDIV_FVAR_LINEAR_INTERPOLATION_BOUNDARIES,
SUBDIV_FVAR_LINEAR_INTERPOLATION_ALL,
} eSubdivFVarLinearInterpolation;
typedef struct SubdivSettings {
/* Simple subdivision corresponds to "Simple" option in the interface. When it's enabled the
* subdivided mesh is not "smoothed": new vertices are added uniformly on the existing surface.
*
* On an OpenSubdiv implementation level this translates to a subdivision scheme:
* when is_simple is true OSD_SCHEME_BILINEAR is used, otherwise OSD_SCHEME_CATMARK. */
bool is_simple;
/* This refers to an adaptive isolation when creating patches for the subdivided surface.
*
* When is set to false (aka uniform subdivision) fixed depth of isolation is used, which
* allows to iteratively add more subdivisions (uniform subdivision level 2 = uniform subdivision
* level 1 + uniform subdivision level 1). Uniform subdivisions will progressively go to a limit
* surface.
*
* Adaptive isolation generates patches at a limit surface (aka as if infinite number of uniform
* subdivisions have been applied). This setting allows to have matches normal and tangent space
* the same independent of number of subdivisions set in modifier settings. */
bool is_adaptive;
/* Corresponds to Quality option in modifier settings: higher values means the final surface
* will be more accurately represented by patches.
*
* On an OpenSubdiv implementation level this is an isolation level. */
int level;
bool use_creases;
eSubdivVtxBoundaryInterpolation vtx_boundary_interpolation;
eSubdivFVarLinearInterpolation fvar_linear_interpolation;
} SubdivSettings;
/* NOTE: Order of enumerators MUST match order of values in SubdivStats. */
typedef enum eSubdivStatsValue {
SUBDIV_STATS_TOPOLOGY_REFINER_CREATION_TIME = 0,
SUBDIV_STATS_SUBDIV_TO_MESH,
SUBDIV_STATS_SUBDIV_TO_MESH_GEOMETRY,
SUBDIV_STATS_EVALUATOR_CREATE,
SUBDIV_STATS_EVALUATOR_REFINE,
SUBDIV_STATS_SUBDIV_TO_CCG,
SUBDIV_STATS_SUBDIV_TO_CCG_ELEMENTS,
SUBDIV_STATS_TOPOLOGY_COMPARE,
NUM_SUBDIV_STATS_VALUES,
} eSubdivStatsValue;
typedef struct SubdivStats {
union {
struct {
/* Time spend on creating topology refiner, which includes time
* spend on conversion from Blender data to OpenSubdiv data, and
* time spend on topology orientation on OpenSubdiv C-API side. */
double topology_refiner_creation_time;
/* Total time spent in BKE_subdiv_to_mesh(). */
double subdiv_to_mesh_time;
/* Geometry (MVert and co) creation time during SUBDIV_TYO_MESH. */
double subdiv_to_mesh_geometry_time;
/* Time spent on evaluator creation from topology refiner. */
double evaluator_creation_time;
/* Time spent on evaluator->refine(). */
double evaluator_refine_time;
/* Total time spent on whole CCG creation. */
double subdiv_to_ccg_time;
/* Time spent on CCG elements evaluation/initialization. */
double subdiv_to_ccg_elements_time;
/* Time spent on CCG elements evaluation/initialization. */
double topology_compare_time;
};
double values_[NUM_SUBDIV_STATS_VALUES];
};
/* Per-value timestamp on when corresponding BKE_subdiv_stats_begin() was
* called. */
double begin_timestamp_[NUM_SUBDIV_STATS_VALUES];
} SubdivStats;
/* Functor which evaluates displacement at a given (u, v) of given ptex face. */
typedef struct SubdivDisplacement {
/* Initialize displacement evaluator.
*
* Is called right before evaluation is actually needed. This allows to do
* some lazy initialization, like allocate evaluator from a main thread but
* then do actual evaluation from background job. */
void (*initialize)(struct SubdivDisplacement *displacement);
/* Return displacement which is to be added to the original coordinate.
*
* NOTE: This function is supposed to return "continuous" displacement for
* each pf PTex faces created for special (non-quad) polygon. This means,
* if displacement is stored on per-corner manner (like MDisps for multires)
* this is up the displacement implementation to average boundaries of the
* displacement grids if needed.
*
* Averaging of displacement for vertices created for over coarse vertices
* and edges is done by subdiv code. */
void (*eval_displacement)(struct SubdivDisplacement *displacement,
int ptex_face_index,
float u,
float v,
const float dPdu[3],
const float dPdv[3],
float r_D[3]);
/* Free the data, not the evaluator itself. */
void (*free)(struct SubdivDisplacement *displacement);
void *user_data;
} SubdivDisplacement;
/* This structure contains everything needed to construct subdivided surface.
* It does not specify storage, memory layout or anything else.
* It is possible to create different storage's (like, grid based CPU side
* buffers, GPU subdivision mesh, CPU side fully qualified mesh) from the same
* Subdiv structure. */
typedef struct Subdiv {
/* Settings this subdivision surface is created for.
*
* It is read-only after assignment in BKE_subdiv_new_from_FOO(). */
SubdivSettings settings;
/* Topology refiner includes all the glue logic to feed Blender side
* topology to OpenSubdiv. It can be shared by both evaluator and GL mesh
* drawer. */
struct OpenSubdiv_TopologyRefiner *topology_refiner;
/* CPU side evaluator. */
struct OpenSubdiv_Evaluator *evaluator;
/* Optional displacement evaluator. */
struct SubdivDisplacement *displacement_evaluator;
/* Statistics for debugging. */
SubdivStats stats;
/* Cached values, are not supposed to be accessed directly. */
struct {
/* Indexed by base face index, element indicates total number of ptex
* faces created for preceding base faces. This also stores the final
* ptex offset (the total number of PTex faces) at the end of the array
* so that algorithms can compute the number of ptex faces for a given
* face by computing the delta with the offset for the next face without
* using a separate data structure, e.g.:
*
* const int num_face_ptex_faces = face_ptex_offset[i + 1] - face_ptex_offset[i];
*
* In total this array has a size of `num base faces + 1`.
*/
int *face_ptex_offset;
} cache_;
} Subdiv;
/* =================----====--===== MODULE ==========================------== */
/* (De)initialize the entire subdivision surface module. */
void BKE_subdiv_init(void);
void BKE_subdiv_exit(void);
/* ========================== CONVERSION HELPERS ============================ */
/* NOTE: uv_smooth is eSubsurfUVSmooth. */
eSubdivFVarLinearInterpolation BKE_subdiv_fvar_interpolation_from_uv_smooth(int uv_smooth);
eSubdivVtxBoundaryInterpolation BKE_subdiv_vtx_boundary_interpolation_from_subsurf(
int boundary_smooth);
/* =============================== STATISTICS =============================== */
void BKE_subdiv_stats_init(SubdivStats *stats);
void BKE_subdiv_stats_begin(SubdivStats *stats, eSubdivStatsValue value);
void BKE_subdiv_stats_end(SubdivStats *stats, eSubdivStatsValue value);
void BKE_subdiv_stats_reset(SubdivStats *stats, eSubdivStatsValue value);
void BKE_subdiv_stats_print(const SubdivStats *stats);
/* ================================ SETTINGS ================================ */
bool BKE_subdiv_settings_equal(const SubdivSettings *settings_a, const SubdivSettings *settings_b);
/* ============================== CONSTRUCTION ============================== */
/* Construct new subdivision surface descriptor, from scratch, using given
* settings and topology. */
Subdiv *BKE_subdiv_new_from_converter(const SubdivSettings *settings,
struct OpenSubdiv_Converter *converter);
Subdiv *BKE_subdiv_new_from_mesh(const SubdivSettings *settings, const struct Mesh *mesh);
/* Similar to above, but will not re-create descriptor if it was created for the
* same settings and topology.
* If settings or topology did change, the existing descriptor is freed and a
* new one is created from scratch.
*
* NOTE: It is allowed to pass NULL as an existing subdivision surface
* descriptor. This will create a new descriptor without any extra checks.
*/
Subdiv *BKE_subdiv_update_from_converter(Subdiv *subdiv,
const SubdivSettings *settings,
struct OpenSubdiv_Converter *converter);
Subdiv *BKE_subdiv_update_from_mesh(Subdiv *subdiv,
const SubdivSettings *settings,
const struct Mesh *mesh);
void BKE_subdiv_free(Subdiv *subdiv);
/* ============================ DISPLACEMENT API ============================ */
void BKE_subdiv_displacement_attach_from_multires(Subdiv *subdiv,
struct Mesh *mesh,
const struct MultiresModifierData *mmd);
void BKE_subdiv_displacement_detach(Subdiv *subdiv);
/* ============================ TOPOLOGY HELPERS ============================ */
/* For each element in the array, this stores the total number of ptex faces up to that element,
* with the total number of ptex faces being the last element in the array. The array is of length
* `base face count + 1`. */
int *BKE_subdiv_face_ptex_offset_get(Subdiv *subdiv);
/* =========================== PTEX FACES AND GRIDS ========================= */
/* For a given (ptex_u, ptex_v) within a ptex face get corresponding
* (grid_u, grid_v) within a grid. */
BLI_INLINE void BKE_subdiv_ptex_face_uv_to_grid_uv(float ptex_u,
float ptex_v,
float *r_grid_u,
float *r_grid_v);
/* Inverse of above. */
BLI_INLINE void BKE_subdiv_grid_uv_to_ptex_face_uv(float grid_u,
float grid_v,
float *r_ptex_u,
float *r_ptex_v);
/* For a given subdivision level (which is NOT refinement level) get size of
* CCG grid (number of grid points on a side).
*/
BLI_INLINE int BKE_subdiv_grid_size_from_level(int level);
/* Simplified version of mdisp_rot_face_to_crn, only handles quad and
* works in normalized coordinates.
*
* NOTE: Output coordinates are in ptex coordinates. */
BLI_INLINE int BKE_subdiv_rotate_quad_to_corner(float quad_u,
float quad_v,
float *r_corner_u,
float *r_corner_v);
/* Converts (u, v) coordinate from within a grid to a quad coordinate in
* normalized ptex coordinates. */
BLI_INLINE void BKE_subdiv_rotate_grid_to_quad(
int corner, float grid_u, float grid_v, float *r_quad_u, float *r_quad_v);
/* Convert Blender edge crease value to OpenSubdiv sharpness. */
BLI_INLINE float BKE_subdiv_crease_to_sharpness_f(float edge_crease);
BLI_INLINE float BKE_subdiv_crease_to_sharpness_char(char edge_crease);
#ifdef __cplusplus
}
#endif
#include "intern/subdiv_inline.h"