This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
161 lines
8.1 KiB
C++
161 lines
8.1 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2018 by Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bke
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*/
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#pragma once
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#include "BLI_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Mesh;
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struct Subdiv;
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struct OpenSubdiv_EvaluatorCache;
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typedef enum eSubdivEvaluatorType {
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SUBDIV_EVALUATOR_TYPE_CPU,
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SUBDIV_EVALUATOR_TYPE_GLSL_COMPUTE,
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} eSubdivEvaluatorType;
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/* Returns true if evaluator is ready for use. */
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bool BKE_subdiv_eval_begin(struct Subdiv *subdiv,
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eSubdivEvaluatorType evaluator_type,
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struct OpenSubdiv_EvaluatorCache *evaluator_cache);
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/* coarse_vertex_cos is an optional argument which allows to override coordinates of the coarse
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* mesh. */
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bool BKE_subdiv_eval_begin_from_mesh(struct Subdiv *subdiv,
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const struct Mesh *mesh,
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const float (*coarse_vertex_cos)[3],
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eSubdivEvaluatorType evaluator_type,
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struct OpenSubdiv_EvaluatorCache *evaluator_cache);
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bool BKE_subdiv_eval_refine_from_mesh(struct Subdiv *subdiv,
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const struct Mesh *mesh,
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const float (*coarse_vertex_cos)[3]);
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/* Makes sure displacement evaluator is initialized.
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*
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* NOTE: This function must be called once before evaluating displacement or
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* final surface position. */
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void BKE_subdiv_eval_init_displacement(struct Subdiv *subdiv);
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/* Single point queries. */
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/* Evaluate point at a limit surface, with optional derivatives and normal. */
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void BKE_subdiv_eval_limit_point(
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struct Subdiv *subdiv, const int ptex_face_index, const float u, const float v, float r_P[3]);
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void BKE_subdiv_eval_limit_point_and_derivatives(struct Subdiv *subdiv,
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const int ptex_face_index,
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const float u,
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const float v,
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float r_P[3],
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float r_dPdu[3],
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float r_dPdv[3]);
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void BKE_subdiv_eval_limit_point_and_normal(struct Subdiv *subdiv,
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const int ptex_face_index,
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const float u,
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const float v,
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float r_P[3],
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float r_N[3]);
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void BKE_subdiv_eval_limit_point_and_short_normal(struct Subdiv *subdiv,
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const int ptex_face_index,
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const float u,
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const float v,
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float r_P[3],
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short r_N[3]);
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/* Evaluate face-varying layer (such as UV). */
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void BKE_subdiv_eval_face_varying(struct Subdiv *subdiv,
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const int face_varying_channel,
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const int ptex_face_index,
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const float u,
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const float v,
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float r_face_varying[2]);
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/* NOTE: Expects derivatives to be correct.
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*
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* TODO(sergey): This is currently used together with
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* BKE_subdiv_eval_final_point() which can easily evaluate derivatives.
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* Would be nice to have displacement evaluation function which does not require
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* knowing derivatives ahead of a time. */
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void BKE_subdiv_eval_displacement(struct Subdiv *subdiv,
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const int ptex_face_index,
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const float u,
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const float v,
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const float dPdu[3],
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const float dPdv[3],
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float r_D[3]);
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/* Evaluate point on a limit surface with displacement applied to it. */
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void BKE_subdiv_eval_final_point(
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struct Subdiv *subdiv, const int ptex_face_index, const float u, const float v, float r_P[3]);
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/* Patch queries at given resolution.
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*
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* Will evaluate patch at uniformly distributed (u, v) coordinates on a grid
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* of given resolution, producing resolution^2 evaluation points. The order
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* goes as u in rows, v in columns. */
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void BKE_subdiv_eval_limit_patch_resolution_point(struct Subdiv *subdiv,
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const int ptex_face_index,
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const int resolution,
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void *buffer,
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const int offset,
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const int stride);
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void BKE_subdiv_eval_limit_patch_resolution_point_and_derivatives(struct Subdiv *subdiv,
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const int ptex_face_index,
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const int resolution,
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void *point_buffer,
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const int point_offset,
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const int point_stride,
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void *du_buffer,
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const int du_offset,
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const int du_stride,
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void *dv_buffer,
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const int dv_offset,
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const int dv_stride);
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void BKE_subdiv_eval_limit_patch_resolution_point_and_normal(struct Subdiv *subdiv,
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const int ptex_face_index,
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const int resolution,
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void *point_buffer,
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const int point_offset,
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const int point_stride,
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void *normal_buffer,
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const int normal_offset,
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const int normal_stride);
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void BKE_subdiv_eval_limit_patch_resolution_point_and_short_normal(struct Subdiv *subdiv,
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const int ptex_face_index,
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const int resolution,
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void *point_buffer,
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const int point_offset,
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const int point_stride,
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void *normal_buffer,
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const int normal_offset,
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const int normal_stride);
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#ifdef __cplusplus
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}
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#endif
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