Add Chromium-only Blender WebEngine parity work
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369
blender-5.2.0/source/blender/blenkernel/BKE_subdiv.hh
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369
blender-5.2.0/source/blender/blenkernel/BKE_subdiv.hh
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/* SPDX-FileCopyrightText: 2018 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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_array.hh"
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#include "BLI_compiler_compat.h"
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#include "BLI_math_vector_types.hh"
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struct OpenSubdiv_Converter;
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struct OpenSubdiv_Evaluator;
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namespace blender {
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struct Mesh;
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struct MultiresModifierData;
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namespace opensubdiv {
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class TopologyRefinerImpl;
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}
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namespace bke::subdiv {
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enum VtxBoundaryInterpolation {
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/** Do not interpolate boundaries. */
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SUBDIV_VTX_BOUNDARY_NONE,
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/** Sharpen edges. */
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SUBDIV_VTX_BOUNDARY_EDGE_ONLY,
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/** Sharpen edges and corners. */
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SUBDIV_VTX_BOUNDARY_EDGE_AND_CORNER,
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};
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enum FVarLinearInterpolation {
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SUBDIV_FVAR_LINEAR_INTERPOLATION_NONE,
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SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_ONLY,
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SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_AND_JUNCTIONS,
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SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_JUNCTIONS_AND_CONCAVE,
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SUBDIV_FVAR_LINEAR_INTERPOLATION_BOUNDARIES,
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SUBDIV_FVAR_LINEAR_INTERPOLATION_ALL,
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};
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struct Settings {
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/**
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* Simple subdivision corresponds to "Simple" option in the interface. When it's enabled, the
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* subdivided mesh is not "smoothed": new vertices are added uniformly on the existing surface.
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*
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* On an OpenSubdiv implementation level this translates to a subdivision scheme:
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* when is_simple is true OSD_SCHEME_BILINEAR is used, otherwise OSD_SCHEME_CATMARK.
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*/
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bool is_simple;
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/**
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* This refers to an adaptive isolation when creating patches for the subdivided surface.
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*
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* When is set to false (aka uniform subdivision) fixed depth of isolation is used, which
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* allows to iteratively add more subdivisions (uniform subdivision level 2 = uniform subdivision
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* level 1 + uniform subdivision level 1). Uniform subdivisions will progressively go to a limit
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* surface.
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*
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* Adaptive isolation generates patches at a limit surface (aka as if infinite number of uniform
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* subdivisions have been applied). This setting allows to have matches normal and tangent space
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* the same independent of number of subdivisions set in modifier settings.
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*/
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bool is_adaptive;
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/**
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* Corresponds to Quality option in modifier settings: higher values means the final surface
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* will be more accurately represented by patches.
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*
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* On an OpenSubdiv implementation level this is an isolation level.
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*/
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int level;
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bool use_creases;
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VtxBoundaryInterpolation vtx_boundary_interpolation;
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FVarLinearInterpolation fvar_linear_interpolation;
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};
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/**
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* \note Order of enumerators MUST match order of values in SubdivStats.
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*/
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enum StatsValue {
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SUBDIV_STATS_TOPOLOGY_REFINER_CREATION_TIME = 0,
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SUBDIV_STATS_SUBDIV_TO_MESH,
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SUBDIV_STATS_SUBDIV_TO_MESH_GEOMETRY,
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SUBDIV_STATS_EVALUATOR_CREATE,
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SUBDIV_STATS_EVALUATOR_REFINE,
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SUBDIV_STATS_SUBDIV_TO_CCG,
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SUBDIV_STATS_SUBDIV_TO_CCG_ELEMENTS,
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SUBDIV_STATS_TOPOLOGY_COMPARE,
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NUM_SUBDIV_STATS_VALUES,
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};
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struct SubdivStats {
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union {
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struct {
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/**
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* Time spent on creating topology refiner, which includes time
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* spend on conversion from Blender data to OpenSubdiv data, and
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* time spent on topology orientation on OpenSubdiv C-API side.
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*/
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double topology_refiner_creation_time;
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/** Total time spent in #bke::subdiv::subdiv_to_mesh(). */
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double subdiv_to_mesh_time;
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/** Geometry (mesh vertices) creation time during SUBDIV_TO_MESH. */
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double subdiv_to_mesh_geometry_time;
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/** Time spent on evaluator creation from topology refiner. */
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double evaluator_creation_time;
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/** Time spent on evaluator->refine(). */
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double evaluator_refine_time;
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/** Total time spent on whole CCG creation. */
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double subdiv_to_ccg_time;
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/** Time spent on CCG elements evaluation/initialization. */
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double subdiv_to_ccg_elements_time;
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/** Time spent on CCG elements evaluation/initialization. */
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double topology_compare_time;
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};
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double values_[NUM_SUBDIV_STATS_VALUES];
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};
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/**
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* Per-value timestamp on when corresponding stats_begin() was
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* called.
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*/
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double begin_timestamp_[NUM_SUBDIV_STATS_VALUES];
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};
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/** Functor which evaluates displacement at a given (u, v) of given ptex face. */
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struct Displacement {
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/**
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* Initialize displacement evaluator.
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*
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* Is called right before evaluation is actually needed. This allows to do
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* some lazy initialization, like allocate evaluator from a main thread but
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* then do actual evaluation from background job.
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*/
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void (*initialize)(Displacement *displacement);
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/**
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* Return displacement which is to be added to the original coordinate.
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*
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* \note This function is supposed to return "continuous" displacement for
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* each pf PTex faces created for special (non-quad) face. This means,
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* if displacement is stored on per-corner manner (like MDisps for multires)
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* this is up the displacement implementation to average boundaries of the
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* displacement grids if needed.
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*
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* Averaging of displacement for vertices created for over coarse vertices
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* and edges is done by subdiv code.
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*/
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void (*eval_displacement)(Displacement *displacement,
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int ptex_face_index,
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float u,
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float v,
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const float3 &dPdu,
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const float3 &dPdv,
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float3 &r_D);
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/** Free the data, not the evaluator itself. */
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void (*free)(Displacement *displacement);
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void *user_data;
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};
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/**
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* This structure contains everything needed to construct subdivided surface.
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* It does not specify storage, memory layout or anything else.
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* It is possible to create different storage's (like, grid based CPU side
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* buffers, GPU subdivision mesh, CPU side fully qualified mesh) from the same
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* Subdiv structure.
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*/
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struct Subdiv {
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/**
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* Settings this subdivision surface is created for.
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*
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* It is read-only after assignment in `BKE_subdiv_new_from_FOO()`.
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*/
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Settings settings;
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/**
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* Topology refiner includes all the glue logic to feed Blender side
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* topology to OpenSubdiv. It can be shared by both evaluator and GL mesh drawer.
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*/
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opensubdiv::TopologyRefinerImpl *topology_refiner;
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/** CPU side evaluator. */
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OpenSubdiv_Evaluator *evaluator;
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/** Optional displacement evaluator. */
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Displacement *displacement_evaluator;
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/** Statistics for debugging. */
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SubdivStats stats;
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/** Cached values, are not supposed to be accessed directly. */
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struct {
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/**
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* Indexed by base face index, element indicates total number of ptex
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* faces created for preceding base faces. This also stores the final
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* ptex offset (the total number of PTex faces) at the end of the array
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* so that algorithms can compute the number of ptex faces for a given
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* face by computing the delta with the offset for the next face without
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* using a separate data structure, e.g.:
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*
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* `const int num_face_ptex_faces = face_ptex_offset[i + 1] - face_ptex_offset[i];`
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*
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* In total this array has a size of `num base faces + 1`.
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*/
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Array<int> face_ptex_offset;
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} cache_;
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};
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/* -------------------------------------------------------------------- */
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/** \name Module
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* \{ */
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/* (De)initialize the entire subdivision surface module. */
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void init();
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void exit();
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Conversion helpers.
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* \{ */
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/**
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* \note uv_smooth is #eSubsurfUVSmooth.
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*/
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FVarLinearInterpolation fvar_interpolation_from_uv_smooth(int uv_smooth);
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VtxBoundaryInterpolation vtx_boundary_interpolation_from_subsurf(int boundary_smooth);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Statistics
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* \{ */
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void stats_init(SubdivStats *stats);
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void stats_begin(SubdivStats *stats, StatsValue value);
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void stats_end(SubdivStats *stats, StatsValue value);
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void stats_reset(SubdivStats *stats, StatsValue value);
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void stats_print(const SubdivStats *stats);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Settings
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* \{ */
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bool settings_equal(const Settings *settings_a, const Settings *settings_b);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Construction
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* \{ */
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/**
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* Construct new subdivision surface descriptor, from scratch, using given
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* settings and topology.
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*/
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Subdiv *new_from_converter(const Settings *settings, OpenSubdiv_Converter *converter);
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Subdiv *new_from_mesh(const Settings *settings, const Mesh *mesh);
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/**
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* Similar to above, but will not re-create descriptor if it was created for the
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* same settings and topology.
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* If settings or topology did change, the existing descriptor is freed and a
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* new one is created from scratch.
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*
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* \note It is allowed to pass NULL as an existing subdivision surface
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* descriptor. This will create a new descriptor without any extra checks.
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*/
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Subdiv *update_from_converter(Subdiv *subdiv,
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const Settings *settings,
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OpenSubdiv_Converter *converter);
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Subdiv *update_from_mesh(Subdiv *subdiv, const Settings *settings, const Mesh *mesh);
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void free(Subdiv *subdiv);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Displacement API
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* \{ */
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void displacement_attach_from_multires(Subdiv *subdiv,
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const Mesh *mesh,
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const MultiresModifierData *mmd);
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void displacement_detach(Subdiv *subdiv);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Topology helpers
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* \{ */
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/**
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* For each element in the array, this stores the total number of ptex faces up to that element,
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* with the total number of ptex faces being the last element in the array. The array is of length
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* `base face count + 1`.
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*/
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Span<int> face_ptex_offset_get(Subdiv *subdiv);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name PTex faces and grids
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* \{ */
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/**
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* For a given (ptex_u, ptex_v) within a ptex face get corresponding
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* (grid_u, grid_v) within a grid.
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*/
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BLI_INLINE void ptex_face_uv_to_grid_uv(float ptex_u,
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float ptex_v,
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float *r_grid_u,
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float *r_grid_v);
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BLI_INLINE float2 ptex_face_uv_to_grid_uv(const float2 &ptex_uv);
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/** Inverse of above. */
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BLI_INLINE void grid_uv_to_ptex_face_uv(float grid_u,
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float grid_v,
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float *r_ptex_u,
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float *r_ptex_v);
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/**
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* For a given subdivision level (which is NOT refinement level) get size of
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* CCG grid (number of grid points on a side).
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*/
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BLI_INLINE int grid_size_from_level(int level);
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/**
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* Find per-corner coordinate with given per-face UV coord.
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* Only handles quad and works in normalized coordinates.
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*
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* \note Output coordinates are in ptex coordinates.
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*/
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BLI_INLINE int rotate_quad_to_corner(float quad_u,
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float quad_v,
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float *r_corner_u,
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float *r_corner_v);
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BLI_INLINE float2 rotate_quad_to_corner(int corner, const float2 &quad);
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/**
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* Converts (u, v) coordinate from within a grid to a quad coordinate in
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* normalized ptex coordinates.
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*/
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BLI_INLINE void rotate_grid_to_quad(
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int corner, float grid_u, float grid_v, float *r_quad_u, float *r_quad_v);
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/** Convert Blender edge crease value to OpenSubdiv sharpness. */
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BLI_INLINE float crease_to_sharpness(float crease);
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BLI_INLINE float sharpness_to_crease(float sharpness);
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/** \} */
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} // namespace bke::subdiv
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} // namespace blender
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#include "intern/subdiv_inline.hh" // IWYU pragma: export
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