Subdiv: Some ground work for CCG support

Nothing really interesting, just starting laying down API which
seems to be a decent substitute to CCGDM, without requiring too
much work be done in sculpting area.
This commit is contained in:
Sergey Sharybin 2018-09-04 16:16:01 +02:00
parent 8a3adaa485
commit 79e8805a9e
3 changed files with 247 additions and 0 deletions

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@ -0,0 +1,118 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Sergey Sharybin.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file BKE_subdiv_ccg.h
* \ingroup bke
* \since July 2018
* \author Sergey Sharybin
*/
#ifndef __BKE_SUBDIV_CCG_H__
#define __BKE_SUBDIV_CCG_H__
#include "BKE_customdata.h"
#include "BLI_sys_types.h"
struct CCGElem;
struct CCGKey;
struct Mesh;
struct Subdiv;
typedef struct SubdivToCCGSettings {
/* Resolution at which regular ptex (created for quad polygon) are being
* evaluated. This defines how many vertices final mesh will have: every
* regular ptex has resolution^2 vertices. Special (irregular, or ptex
* crated for a corner of non-quad polygon) will have resolution of
* `resolution - 1`.
*/
int resolution;
/* Denotes which extra layers to be added to CCG elements. */
bool need_normal;
bool need_mask;
} SubdivToCCGSettings;
/* Representation of subdivision surface which uses CCG grids. */
typedef struct SubdivCCG {
/* A level at which geometry was subdivided. This is what defines grid
* resolution. It is NOT the topology refinement level.
*/
int level;
/* Resolution of grid. All grids have matching resolution, and resolution
* is same as ptex created for non-quad polygons.
*/
int grid_size;
/* Grids represent limit surface, with displacement applied. Grids are
* corresponding to face-corners of coarse mesh, each grid has
* grid_size^2 elements.
*/
struct CCGElem **grids;
int num_grids;
/* Loose edges, each array element contains grid_size elements
* corresponding to vertices created by subdividing coarse edges.
*/
struct CCGElem **edges;
int num_edges;
/* Loose vertices. Every element corresponds to a loose vertex from a coarse
* mesh, every coarse loose vertex corresponds to a single sundivided
* element.
*/
struct CCGElem *vertices;
int num_vertices;
/* Denotes which layers present in the elements.
*
* Grids always has coordinates, followed by extra layers which are set to
* truth here.
*/
bool has_normal;
bool has_mask;
/* Offsets of corresponding data layers in the elements. */
int normal_offset;
int mask_offset;
/* TODO(sergey): Consider adding some accessors to a "decoded" geometry,
* to make integration with draw manager and such easy.
*/
/* TODO(sergey): Consider adding CD layers here, so we can draw final mesh
* from grids, and have UVs and such work.
*/
} SubdivCCG;
/* Create real hi-res CCG from subdivision. */
struct SubdivCCG *BKE_subdiv_to_ccg(
struct Subdiv *subdiv,
const SubdivToCCGSettings *settings,
const struct Mesh *coarse_mesh);
/* Destroy CCG representation of subdivision surface. */
void BKE_subdiv_ccg_destroy(SubdivCCG *subdiv_ccg);
/* Create a key for accessing grid elements at a given level. */
void BKE_subdiv_ccg_key(
struct CCGKey *key, const SubdivCCG *subdiv_ccg, int level);
void BKE_subdiv_ccg_key_top_level(
struct CCGKey *key, const SubdivCCG *subdiv_ccg);
#endif /* __BKE_SUBDIV_CCG_H__ */

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@ -194,6 +194,7 @@ set(SRC
intern/speaker.c
intern/studiolight.c
intern/subdiv.c
intern/subdiv_ccg.c
intern/subdiv_converter.c
intern/subdiv_converter_mesh.c
intern/subdiv_displacement.c
@ -325,6 +326,7 @@ set(SRC
BKE_speaker.h
BKE_studiolight.h
BKE_subdiv.h
BKE_subdiv_ccg.h
BKE_subdiv_eval.h
BKE_subdiv_foreach.h
BKE_subdiv_mesh.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Sergey Sharybin.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/subdiv_ccg.c
* \ingroup bke
*/
#include "BKE_subdiv_ccg.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "MEM_guardedalloc.h"
#include "BKE_ccg.h"
#include "BKE_subdiv.h"
static void subdiv_ccg_init_layers(SubdivCCG *subdiv_ccg,
const SubdivToCCGSettings *settings)
{
/* CCG always contains coordinates. Rest of layers are coming after them. */
int layer_offset = sizeof(float) * 3;
/* Normals. */
if (settings->need_normal) {
subdiv_ccg->has_normal = true;
subdiv_ccg->normal_offset = layer_offset;
layer_offset += sizeof(float) * 3;
}
else {
subdiv_ccg->has_normal = false;
subdiv_ccg->normal_offset = -1;
}
/* Mask. */
if (settings->need_mask) {
subdiv_ccg->has_mask = true;
subdiv_ccg->mask_offset = layer_offset;
layer_offset += sizeof(float);
}
else {
subdiv_ccg->has_mask = false;
subdiv_ccg->mask_offset = -1;
}
}
static int grid_size_for_level_get(const SubdivCCG *subdiv_ccg, int level)
{
BLI_assert(level >= 1);
BLI_assert(level <= subdiv_ccg->level);
return (1 << (level - 1)) + 1;
}
/* Per-vertex element size in bytes. */
static int element_size_get(const SubdivCCG *subdiv_ccg)
{
/* We always have 3 floats for coordinate. */
int num_floats = 3;
if (subdiv_ccg->has_normal) {
num_floats += 3;
}
if (subdiv_ccg->has_mask) {
num_floats += 1;
}
return sizeof(float) * num_floats;
}
SubdivCCG *BKE_subdiv_to_ccg(
Subdiv *UNUSED(subdiv),
const SubdivToCCGSettings *settings,
const Mesh *UNUSED(coarse_mesh))
{
SubdivCCG *subdiv_ccg = MEM_callocN(sizeof(SubdivCCG *), "subdiv ccg");
subdiv_ccg->level = settings->resolution >> 1;
subdiv_ccg->grid_size =
grid_size_for_level_get(subdiv_ccg, subdiv_ccg->level);
subdiv_ccg_init_layers(subdiv_ccg, settings);
return NULL;
}
void BKE_subdiv_ccg_destroy(SubdivCCG *subdiv_ccg)
{
MEM_SAFE_FREE(subdiv_ccg->grids);
MEM_SAFE_FREE(subdiv_ccg->edges);
MEM_SAFE_FREE(subdiv_ccg->vertices);
MEM_freeN(subdiv_ccg);
}
void BKE_subdiv_ccg_key(CCGKey *key, const SubdivCCG *subdiv_ccg, int level)
{
key->level = level;
key->elem_size = element_size_get(subdiv_ccg);
key->grid_size = grid_size_for_level_get(subdiv_ccg, level);
key->grid_area = key->grid_size * key->grid_size;
key->grid_bytes = key->elem_size * key->grid_area;
key->normal_offset = subdiv_ccg->normal_offset;
key->mask_offset = subdiv_ccg->mask_offset;
key->has_normals = subdiv_ccg->has_normal;
key->has_mask = subdiv_ccg->has_mask;
}
void BKE_subdiv_ccg_key_top_level(CCGKey *key, const SubdivCCG *subdiv_ccg)
{
BKE_subdiv_ccg_key(key, subdiv_ccg, subdiv_ccg->level);
}