tornavis/source/blender/blenkernel/intern/subdiv_mesh.cc

1238 lines
50 KiB
C++

/* SPDX-FileCopyrightText: 2018 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include <mutex>
#include "atomic_ops.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BLI_array.hh"
#include "BLI_bitmap.h"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "BLI_task.hh"
#include "BKE_customdata.hh"
#include "BKE_key.h"
#include "BKE_mesh.hh"
#include "BKE_mesh_mapping.hh"
#include "BKE_subdiv.hh"
#include "BKE_subdiv_eval.hh"
#include "BKE_subdiv_foreach.hh"
#include "BKE_subdiv_mesh.hh"
#include "MEM_guardedalloc.h"
using blender::float2;
using blender::float3;
using blender::IndexRange;
using blender::int2;
using blender::MutableSpan;
using blender::Span;
/* -------------------------------------------------------------------- */
/** \name Subdivision Context
* \{ */
struct SubdivMeshContext {
const SubdivToMeshSettings *settings;
const Mesh *coarse_mesh;
blender::Span<float3> coarse_positions;
blender::Span<int2> coarse_edges;
blender::OffsetIndices<int> coarse_faces;
blender::Span<int> coarse_corner_verts;
Subdiv *subdiv;
Mesh *subdiv_mesh;
blender::MutableSpan<float3> subdiv_positions;
blender::MutableSpan<int2> subdiv_edges;
blender::MutableSpan<int> subdiv_face_offsets;
blender::MutableSpan<int> subdiv_corner_verts;
blender::MutableSpan<int> subdiv_corner_edges;
/* Cached custom data arrays for faster access. */
int *vert_origindex;
int *edge_origindex;
int *loop_origindex;
int *face_origindex;
/* UV layers interpolation. */
int num_uv_layers;
float2 *uv_layers[MAX_MTFACE];
/* Original coordinates (ORCO) interpolation. */
float (*orco)[3];
float (*cloth_orco)[3];
/* Per-subdivided vertex counter of averaged values. */
int *accumulated_counters;
bool have_displacement;
/* Write optimal display edge tags into a boolean array rather than the final bit vector
* to avoid race conditions when setting bits. */
blender::Array<bool> subdiv_display_edges;
/* Lazily initialize a map from vertices to connected edges. */
std::mutex vert_to_edge_map_mutex;
blender::Array<int> vert_to_edge_offsets;
blender::Array<int> vert_to_edge_indices;
blender::GroupedSpan<int> vert_to_edge_map;
};
static void subdiv_mesh_ctx_cache_uv_layers(SubdivMeshContext *ctx)
{
Mesh *subdiv_mesh = ctx->subdiv_mesh;
ctx->num_uv_layers = std::min(
CustomData_number_of_layers(&subdiv_mesh->loop_data, CD_PROP_FLOAT2), MAX_MTFACE);
for (int layer_index = 0; layer_index < ctx->num_uv_layers; layer_index++) {
ctx->uv_layers[layer_index] = static_cast<float2 *>(CustomData_get_layer_n_for_write(
&subdiv_mesh->loop_data, CD_PROP_FLOAT2, layer_index, subdiv_mesh->totloop));
}
}
static void subdiv_mesh_ctx_cache_custom_data_layers(SubdivMeshContext *ctx)
{
Mesh *subdiv_mesh = ctx->subdiv_mesh;
ctx->subdiv_positions = subdiv_mesh->vert_positions_for_write();
ctx->subdiv_edges = subdiv_mesh->edges_for_write();
ctx->subdiv_face_offsets = subdiv_mesh->face_offsets_for_write();
ctx->subdiv_corner_verts = subdiv_mesh->corner_verts_for_write();
ctx->subdiv_corner_edges = subdiv_mesh->corner_edges_for_write();
/* Pointers to original indices layers. */
ctx->vert_origindex = static_cast<int *>(
CustomData_get_layer_for_write(&subdiv_mesh->vert_data, CD_ORIGINDEX, subdiv_mesh->totvert));
ctx->edge_origindex = static_cast<int *>(
CustomData_get_layer_for_write(&subdiv_mesh->edge_data, CD_ORIGINDEX, subdiv_mesh->totedge));
ctx->loop_origindex = static_cast<int *>(
CustomData_get_layer_for_write(&subdiv_mesh->loop_data, CD_ORIGINDEX, subdiv_mesh->totloop));
ctx->face_origindex = static_cast<int *>(CustomData_get_layer_for_write(
&subdiv_mesh->face_data, CD_ORIGINDEX, subdiv_mesh->faces_num));
/* UV layers interpolation. */
subdiv_mesh_ctx_cache_uv_layers(ctx);
/* Orco interpolation. */
ctx->orco = static_cast<float(*)[3]>(
CustomData_get_layer_for_write(&subdiv_mesh->vert_data, CD_ORCO, subdiv_mesh->totvert));
ctx->cloth_orco = static_cast<float(*)[3]>(CustomData_get_layer_for_write(
&subdiv_mesh->vert_data, CD_CLOTH_ORCO, subdiv_mesh->totvert));
}
static void subdiv_mesh_prepare_accumulator(SubdivMeshContext *ctx, int num_vertices)
{
if (!ctx->have_displacement) {
return;
}
ctx->accumulated_counters = static_cast<int *>(
MEM_calloc_arrayN(num_vertices, sizeof(*ctx->accumulated_counters), __func__));
}
static void subdiv_mesh_context_free(SubdivMeshContext *ctx)
{
MEM_SAFE_FREE(ctx->accumulated_counters);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Loop custom data copy helpers
* \{ */
struct LoopsOfPtex {
/* First loop of the ptex, starts at ptex (0, 0) and goes in u direction. */
int first_loop;
/* Last loop of the ptex, starts at ptex (0, 0) and goes in v direction. */
int last_loop;
/* For quad coarse faces only. */
int second_loop;
int third_loop;
};
static void loops_of_ptex_get(LoopsOfPtex *loops_of_ptex,
const IndexRange coarse_face,
const int ptex_of_face_index)
{
const int first_ptex_loop_index = coarse_face.start() + ptex_of_face_index;
/* Loop which look in the (opposite) V direction of the current
* ptex face.
*
* TODO(sergey): Get rid of using module on every iteration. */
const int last_ptex_loop_index = coarse_face.start() +
(ptex_of_face_index + coarse_face.size() - 1) %
coarse_face.size();
loops_of_ptex->first_loop = first_ptex_loop_index;
loops_of_ptex->last_loop = last_ptex_loop_index;
if (coarse_face.size() == 4) {
loops_of_ptex->second_loop = loops_of_ptex->first_loop + 1;
loops_of_ptex->third_loop = loops_of_ptex->first_loop + 2;
}
else {
loops_of_ptex->second_loop = -1;
loops_of_ptex->third_loop = -1;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Vertex custom data interpolation helpers
* \{ */
/* TODO(sergey): Somehow de-duplicate with loops storage, without too much
* exception cases all over the code. */
struct VerticesForInterpolation {
/* This field points to a vertex data which is to be used for interpolation.
* The idea is to avoid unnecessary allocations for regular faces, where
* we can simply use corner vertices. */
const CustomData *vertex_data;
/* Vertices data calculated for ptex corners. There are always 4 elements
* in this custom data, aligned the following way:
*
* index 0 -> uv (0, 0)
* index 1 -> uv (0, 1)
* index 2 -> uv (1, 1)
* index 3 -> uv (1, 0)
*
* Is allocated for non-regular faces (triangles and n-gons). */
CustomData vertex_data_storage;
bool vertex_data_storage_allocated;
/* Indices within vertex_data to interpolate for. The indices are aligned
* with uv coordinates in a similar way as indices in loop_data_storage. */
int vertex_indices[4];
};
static void vertex_interpolation_init(const SubdivMeshContext *ctx,
VerticesForInterpolation *vertex_interpolation,
const IndexRange coarse_face)
{
const Mesh *coarse_mesh = ctx->coarse_mesh;
if (coarse_face.size() == 4) {
vertex_interpolation->vertex_data = &coarse_mesh->vert_data;
vertex_interpolation->vertex_indices[0] = ctx->coarse_corner_verts[coarse_face.start() + 0];
vertex_interpolation->vertex_indices[1] = ctx->coarse_corner_verts[coarse_face.start() + 1];
vertex_interpolation->vertex_indices[2] = ctx->coarse_corner_verts[coarse_face.start() + 2];
vertex_interpolation->vertex_indices[3] = ctx->coarse_corner_verts[coarse_face.start() + 3];
vertex_interpolation->vertex_data_storage_allocated = false;
}
else {
vertex_interpolation->vertex_data = &vertex_interpolation->vertex_data_storage;
/* Allocate storage for loops corresponding to ptex corners. */
CustomData_copy_layout(&ctx->coarse_mesh->vert_data,
&vertex_interpolation->vertex_data_storage,
CD_MASK_EVERYTHING.vmask,
CD_SET_DEFAULT,
4);
/* Initialize indices. */
vertex_interpolation->vertex_indices[0] = 0;
vertex_interpolation->vertex_indices[1] = 1;
vertex_interpolation->vertex_indices[2] = 2;
vertex_interpolation->vertex_indices[3] = 3;
vertex_interpolation->vertex_data_storage_allocated = true;
/* Interpolate center of face right away, it stays unchanged for all
* ptex faces. */
const float weight = 1.0f / float(coarse_face.size());
blender::Array<float, 32> weights(coarse_face.size());
blender::Array<int, 32> indices(coarse_face.size());
for (int i = 0; i < coarse_face.size(); i++) {
weights[i] = weight;
indices[i] = ctx->coarse_corner_verts[coarse_face.start() + i];
}
CustomData_interp(&coarse_mesh->vert_data,
&vertex_interpolation->vertex_data_storage,
indices.data(),
weights.data(),
nullptr,
coarse_face.size(),
2);
}
}
static void vertex_interpolation_from_corner(const SubdivMeshContext *ctx,
VerticesForInterpolation *vertex_interpolation,
const IndexRange coarse_face,
const int corner)
{
if (coarse_face.size() == 4) {
/* Nothing to do, all indices and data is already assigned. */
}
else {
const CustomData *vertex_data = &ctx->coarse_mesh->vert_data;
LoopsOfPtex loops_of_ptex;
loops_of_ptex_get(&loops_of_ptex, coarse_face, corner);
/* PTEX face corner corresponds to a face loop with same index. */
CustomData_copy_data(vertex_data,
&vertex_interpolation->vertex_data_storage,
ctx->coarse_corner_verts[coarse_face.start() + corner],
0,
1);
/* Interpolate remaining ptex face corners, which hits loops
* middle points.
*
* TODO(sergey): Re-use one of interpolation results from previous
* iteration. */
const float weights[2] = {0.5f, 0.5f};
const int first_loop_index = loops_of_ptex.first_loop;
const int last_loop_index = loops_of_ptex.last_loop;
const int first_indices[2] = {
ctx->coarse_corner_verts[first_loop_index],
ctx->coarse_corner_verts[coarse_face.start() +
(first_loop_index - coarse_face.start() + 1) %
coarse_face.size()]};
const int last_indices[2] = {ctx->coarse_corner_verts[first_loop_index],
ctx->coarse_corner_verts[last_loop_index]};
CustomData_interp(vertex_data,
&vertex_interpolation->vertex_data_storage,
first_indices,
weights,
nullptr,
2,
1);
CustomData_interp(vertex_data,
&vertex_interpolation->vertex_data_storage,
last_indices,
weights,
nullptr,
2,
3);
}
}
static void vertex_interpolation_end(VerticesForInterpolation *vertex_interpolation)
{
if (vertex_interpolation->vertex_data_storage_allocated) {
CustomData_free(&vertex_interpolation->vertex_data_storage, 4);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Loop custom data interpolation helpers
* \{ */
struct LoopsForInterpolation {
/* This field points to a loop data which is to be used for interpolation.
* The idea is to avoid unnecessary allocations for regular faces, where
* we can simply interpolate corner vertices. */
const CustomData *loop_data;
/* Loops data calculated for ptex corners. There are always 4 elements
* in this custom data, aligned the following way:
*
* index 0 -> uv (0, 0)
* index 1 -> uv (0, 1)
* index 2 -> uv (1, 1)
* index 3 -> uv (1, 0)
*
* Is allocated for non-regular faces (triangles and n-gons). */
CustomData loop_data_storage;
bool loop_data_storage_allocated;
/* Indices within loop_data to interpolate for. The indices are aligned with
* uv coordinates in a similar way as indices in loop_data_storage. */
int loop_indices[4];
};
static void loop_interpolation_init(const SubdivMeshContext *ctx,
LoopsForInterpolation *loop_interpolation,
const IndexRange coarse_face)
{
const Mesh *coarse_mesh = ctx->coarse_mesh;
if (coarse_face.size() == 4) {
loop_interpolation->loop_data = &coarse_mesh->loop_data;
loop_interpolation->loop_indices[0] = coarse_face.start() + 0;
loop_interpolation->loop_indices[1] = coarse_face.start() + 1;
loop_interpolation->loop_indices[2] = coarse_face.start() + 2;
loop_interpolation->loop_indices[3] = coarse_face.start() + 3;
loop_interpolation->loop_data_storage_allocated = false;
}
else {
loop_interpolation->loop_data = &loop_interpolation->loop_data_storage;
/* Allocate storage for loops corresponding to ptex corners. */
CustomData_copy_layout(&ctx->coarse_mesh->loop_data,
&loop_interpolation->loop_data_storage,
CD_MASK_EVERYTHING.lmask,
CD_SET_DEFAULT,
4);
/* Initialize indices. */
loop_interpolation->loop_indices[0] = 0;
loop_interpolation->loop_indices[1] = 1;
loop_interpolation->loop_indices[2] = 2;
loop_interpolation->loop_indices[3] = 3;
loop_interpolation->loop_data_storage_allocated = true;
/* Interpolate center of face right away, it stays unchanged for all
* ptex faces. */
const float weight = 1.0f / float(coarse_face.size());
blender::Array<float, 32> weights(coarse_face.size());
blender::Array<int, 32> indices(coarse_face.size());
for (int i = 0; i < coarse_face.size(); i++) {
weights[i] = weight;
indices[i] = coarse_face.start() + i;
}
CustomData_interp(&coarse_mesh->loop_data,
&loop_interpolation->loop_data_storage,
indices.data(),
weights.data(),
nullptr,
coarse_face.size(),
2);
}
}
static void loop_interpolation_from_corner(const SubdivMeshContext *ctx,
LoopsForInterpolation *loop_interpolation,
const IndexRange coarse_face,
const int corner)
{
if (coarse_face.size() == 4) {
/* Nothing to do, all indices and data is already assigned. */
}
else {
const CustomData *loop_data = &ctx->coarse_mesh->loop_data;
LoopsOfPtex loops_of_ptex;
loops_of_ptex_get(&loops_of_ptex, coarse_face, corner);
/* PTEX face corner corresponds to a face loop with same index. */
CustomData_free_elem(&loop_interpolation->loop_data_storage, 0, 1);
CustomData_copy_data(
loop_data, &loop_interpolation->loop_data_storage, coarse_face.start() + corner, 0, 1);
/* Interpolate remaining ptex face corners, which hits loops
* middle points.
*
* TODO(sergey): Re-use one of interpolation results from previous
* iteration. */
const float weights[2] = {0.5f, 0.5f};
const int base_loop_index = coarse_face.start();
const int first_loop_index = loops_of_ptex.first_loop;
const int second_loop_index = base_loop_index +
(first_loop_index - base_loop_index + 1) % coarse_face.size();
const int first_indices[2] = {first_loop_index, second_loop_index};
const int last_indices[2] = {loops_of_ptex.last_loop, loops_of_ptex.first_loop};
CustomData_interp(
loop_data, &loop_interpolation->loop_data_storage, first_indices, weights, nullptr, 2, 1);
CustomData_interp(
loop_data, &loop_interpolation->loop_data_storage, last_indices, weights, nullptr, 2, 3);
}
}
static void loop_interpolation_end(LoopsForInterpolation *loop_interpolation)
{
if (loop_interpolation->loop_data_storage_allocated) {
CustomData_free(&loop_interpolation->loop_data_storage, 4);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name TLS
* \{ */
struct SubdivMeshTLS {
bool vertex_interpolation_initialized;
VerticesForInterpolation vertex_interpolation;
int vertex_interpolation_coarse_face_index;
int vertex_interpolation_coarse_corner;
bool loop_interpolation_initialized;
LoopsForInterpolation loop_interpolation;
int loop_interpolation_coarse_face_index;
int loop_interpolation_coarse_corner;
};
static void subdiv_mesh_tls_free(void *tls_v)
{
SubdivMeshTLS *tls = static_cast<SubdivMeshTLS *>(tls_v);
if (tls->vertex_interpolation_initialized) {
vertex_interpolation_end(&tls->vertex_interpolation);
}
if (tls->loop_interpolation_initialized) {
loop_interpolation_end(&tls->loop_interpolation);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Evaluation helper functions
* \{ */
static void subdiv_vertex_orco_evaluate(const SubdivMeshContext *ctx,
const int ptex_face_index,
const float u,
const float v,
const int subdiv_vertex_index)
{
if (ctx->orco || ctx->cloth_orco) {
float vertex_data[6];
BKE_subdiv_eval_vertex_data(ctx->subdiv, ptex_face_index, u, v, vertex_data);
if (ctx->orco) {
copy_v3_v3(ctx->orco[subdiv_vertex_index], vertex_data);
if (ctx->cloth_orco) {
copy_v3_v3(ctx->cloth_orco[subdiv_vertex_index], vertex_data + 3);
}
}
else if (ctx->cloth_orco) {
copy_v3_v3(ctx->cloth_orco[subdiv_vertex_index], vertex_data);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Accumulation helpers
* \{ */
static void subdiv_accumulate_vertex_displacement(SubdivMeshContext *ctx,
const int ptex_face_index,
const float u,
const float v,
const int subdiv_vertex_index)
{
/* Accumulate displacement. */
Subdiv *subdiv = ctx->subdiv;
float dummy_P[3], dPdu[3], dPdv[3], D[3];
BKE_subdiv_eval_limit_point_and_derivatives(subdiv, ptex_face_index, u, v, dummy_P, dPdu, dPdv);
/* NOTE: The subdivided mesh is allocated in this module, and its vertices are kept at zero
* locations as a default calloc(). */
BKE_subdiv_eval_displacement(subdiv, ptex_face_index, u, v, dPdu, dPdv, D);
ctx->subdiv_positions[subdiv_vertex_index] += D;
if (ctx->accumulated_counters) {
++ctx->accumulated_counters[subdiv_vertex_index];
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Callbacks
* \{ */
static bool subdiv_mesh_topology_info(const SubdivForeachContext *foreach_context,
const int num_vertices,
const int num_edges,
const int num_loops,
const int num_faces,
const int * /*subdiv_face_offset*/)
{
/* Multi-resolution grid data will be applied or become invalid after subdivision,
* so don't try to preserve it and use memory. Crease values should also not be interpolated. */
CustomData_MeshMasks mask = CD_MASK_EVERYTHING;
mask.lmask &= ~CD_MASK_MULTIRES_GRIDS;
SubdivMeshContext *subdiv_context = static_cast<SubdivMeshContext *>(foreach_context->user_data);
subdiv_context->subdiv_mesh = BKE_mesh_new_nomain_from_template_ex(
subdiv_context->coarse_mesh, num_vertices, num_edges, 0, num_faces, num_loops, mask);
subdiv_mesh_ctx_cache_custom_data_layers(subdiv_context);
subdiv_mesh_prepare_accumulator(subdiv_context, num_vertices);
subdiv_context->subdiv_mesh->runtime->subsurf_face_dot_tags.clear();
subdiv_context->subdiv_mesh->runtime->subsurf_face_dot_tags.resize(num_vertices);
if (subdiv_context->settings->use_optimal_display) {
subdiv_context->subdiv_display_edges = blender::Array<bool>(num_edges, false);
}
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Vertex subdivision process
* \{ */
static void subdiv_vertex_data_copy(const SubdivMeshContext *ctx,
const int coarse_vertex_index,
const int subdiv_vertex_index)
{
const Mesh *coarse_mesh = ctx->coarse_mesh;
CustomData_copy_data(&coarse_mesh->vert_data,
&ctx->subdiv_mesh->vert_data,
coarse_vertex_index,
subdiv_vertex_index,
1);
}
static void subdiv_vertex_data_interpolate(const SubdivMeshContext *ctx,
const int subdiv_vertex_index,
const VerticesForInterpolation *vertex_interpolation,
const float u,
const float v)
{
const float weights[4] = {(1.0f - u) * (1.0f - v), u * (1.0f - v), u * v, (1.0f - u) * v};
CustomData_interp(vertex_interpolation->vertex_data,
&ctx->subdiv_mesh->vert_data,
vertex_interpolation->vertex_indices,
weights,
nullptr,
4,
subdiv_vertex_index);
if (ctx->vert_origindex != nullptr) {
ctx->vert_origindex[subdiv_vertex_index] = ORIGINDEX_NONE;
}
}
static void evaluate_vertex_and_apply_displacement_copy(const SubdivMeshContext *ctx,
const int ptex_face_index,
const float u,
const float v,
const int coarse_vertex_index,
const int subdiv_vertex_index)
{
float3 &subdiv_position = ctx->subdiv_positions[subdiv_vertex_index];
/* Displacement is accumulated in subdiv vertex position.
* Needs to be backed up before copying data from original vertex. */
float D[3] = {0.0f, 0.0f, 0.0f};
if (ctx->have_displacement) {
const float inv_num_accumulated = 1.0f / ctx->accumulated_counters[subdiv_vertex_index];
copy_v3_v3(D, subdiv_position);
mul_v3_fl(D, inv_num_accumulated);
}
/* Copy custom data and evaluate position. */
subdiv_vertex_data_copy(ctx, coarse_vertex_index, subdiv_vertex_index);
BKE_subdiv_eval_limit_point(ctx->subdiv, ptex_face_index, u, v, subdiv_position);
/* Apply displacement. */
subdiv_position += D;
/* Evaluate undeformed texture coordinate. */
subdiv_vertex_orco_evaluate(ctx, ptex_face_index, u, v, subdiv_vertex_index);
/* Remove face-dot flag. This can happen if there is more than one subsurf modifier. */
ctx->subdiv_mesh->runtime->subsurf_face_dot_tags[subdiv_vertex_index].reset();
}
static void evaluate_vertex_and_apply_displacement_interpolate(
const SubdivMeshContext *ctx,
const int ptex_face_index,
const float u,
const float v,
VerticesForInterpolation *vertex_interpolation,
const int subdiv_vertex_index)
{
float3 &subdiv_position = ctx->subdiv_positions[subdiv_vertex_index];
/* Displacement is accumulated in subdiv vertex position.
* Needs to be backed up before copying data from original vertex. */
float D[3] = {0.0f, 0.0f, 0.0f};
if (ctx->have_displacement) {
const float inv_num_accumulated = 1.0f / ctx->accumulated_counters[subdiv_vertex_index];
copy_v3_v3(D, subdiv_position);
mul_v3_fl(D, inv_num_accumulated);
}
/* Interpolate custom data and evaluate position. */
subdiv_vertex_data_interpolate(ctx, subdiv_vertex_index, vertex_interpolation, u, v);
BKE_subdiv_eval_limit_point(ctx->subdiv, ptex_face_index, u, v, subdiv_position);
/* Apply displacement. */
add_v3_v3(subdiv_position, D);
/* Evaluate undeformed texture coordinate. */
subdiv_vertex_orco_evaluate(ctx, ptex_face_index, u, v, subdiv_vertex_index);
}
static void subdiv_mesh_vertex_displacement_every_corner_or_edge(
const SubdivForeachContext *foreach_context,
void * /*tls*/,
const int ptex_face_index,
const float u,
const float v,
const int subdiv_vertex_index)
{
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
subdiv_accumulate_vertex_displacement(ctx, ptex_face_index, u, v, subdiv_vertex_index);
}
static void subdiv_mesh_vertex_displacement_every_corner(
const SubdivForeachContext *foreach_context,
void *tls,
const int ptex_face_index,
const float u,
const float v,
const int /*coarse_vertex_index*/,
const int /*coarse_face_index*/,
const int /*coarse_corner*/,
const int subdiv_vertex_index)
{
subdiv_mesh_vertex_displacement_every_corner_or_edge(
foreach_context, tls, ptex_face_index, u, v, subdiv_vertex_index);
}
static void subdiv_mesh_vertex_displacement_every_edge(const SubdivForeachContext *foreach_context,
void *tls,
const int ptex_face_index,
const float u,
const float v,
const int /*coarse_edge_index*/,
const int /*coarse_face_index*/,
const int /*coarse_corner*/,
const int subdiv_vertex_index)
{
subdiv_mesh_vertex_displacement_every_corner_or_edge(
foreach_context, tls, ptex_face_index, u, v, subdiv_vertex_index);
}
static void subdiv_mesh_vertex_corner(const SubdivForeachContext *foreach_context,
void * /*tls*/,
const int ptex_face_index,
const float u,
const float v,
const int coarse_vertex_index,
const int /*coarse_face_index*/,
const int /*coarse_corner*/,
const int subdiv_vertex_index)
{
BLI_assert(coarse_vertex_index != ORIGINDEX_NONE);
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
evaluate_vertex_and_apply_displacement_copy(
ctx, ptex_face_index, u, v, coarse_vertex_index, subdiv_vertex_index);
}
static void subdiv_mesh_ensure_vertex_interpolation(SubdivMeshContext *ctx,
SubdivMeshTLS *tls,
const int coarse_face_index,
const int coarse_corner)
{
const IndexRange coarse_face = ctx->coarse_faces[coarse_face_index];
/* Check whether we've moved to another corner or face. */
if (tls->vertex_interpolation_initialized) {
if (tls->vertex_interpolation_coarse_face_index != coarse_face_index ||
tls->vertex_interpolation_coarse_corner != coarse_corner)
{
vertex_interpolation_end(&tls->vertex_interpolation);
tls->vertex_interpolation_initialized = false;
}
}
/* Initialize the interpolation. */
if (!tls->vertex_interpolation_initialized) {
vertex_interpolation_init(ctx, &tls->vertex_interpolation, coarse_face);
}
/* Update it for a new corner if needed. */
if (!tls->vertex_interpolation_initialized ||
tls->vertex_interpolation_coarse_corner != coarse_corner)
{
vertex_interpolation_from_corner(ctx, &tls->vertex_interpolation, coarse_face, coarse_corner);
}
/* Store settings used for the current state of interpolator. */
tls->vertex_interpolation_initialized = true;
tls->vertex_interpolation_coarse_face_index = coarse_face_index;
tls->vertex_interpolation_coarse_corner = coarse_corner;
}
static void subdiv_mesh_vertex_edge(const SubdivForeachContext *foreach_context,
void *tls_v,
const int ptex_face_index,
const float u,
const float v,
const int /*coarse_edge_index*/,
const int coarse_face_index,
const int coarse_corner,
const int subdiv_vertex_index)
{
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
SubdivMeshTLS *tls = static_cast<SubdivMeshTLS *>(tls_v);
subdiv_mesh_ensure_vertex_interpolation(ctx, tls, coarse_face_index, coarse_corner);
evaluate_vertex_and_apply_displacement_interpolate(
ctx, ptex_face_index, u, v, &tls->vertex_interpolation, subdiv_vertex_index);
}
static bool subdiv_mesh_is_center_vertex(const IndexRange coarse_face,
const float u,
const float v)
{
if (coarse_face.size() == 4) {
if (u == 0.5f && v == 0.5f) {
return true;
}
}
else {
if (u == 1.0f && v == 1.0f) {
return true;
}
}
return false;
}
static void subdiv_mesh_tag_center_vertex(const IndexRange coarse_face,
const int subdiv_vertex_index,
const float u,
const float v,
Mesh *subdiv_mesh)
{
if (subdiv_mesh_is_center_vertex(coarse_face, u, v)) {
subdiv_mesh->runtime->subsurf_face_dot_tags[subdiv_vertex_index].set();
}
}
static void subdiv_mesh_vertex_inner(const SubdivForeachContext *foreach_context,
void *tls_v,
const int ptex_face_index,
const float u,
const float v,
const int coarse_face_index,
const int coarse_corner,
const int subdiv_vertex_index)
{
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
SubdivMeshTLS *tls = static_cast<SubdivMeshTLS *>(tls_v);
Subdiv *subdiv = ctx->subdiv;
const IndexRange coarse_face = ctx->coarse_faces[coarse_face_index];
Mesh *subdiv_mesh = ctx->subdiv_mesh;
float3 &subdiv_position = ctx->subdiv_positions[subdiv_vertex_index];
subdiv_mesh_ensure_vertex_interpolation(ctx, tls, coarse_face_index, coarse_corner);
subdiv_vertex_data_interpolate(ctx, subdiv_vertex_index, &tls->vertex_interpolation, u, v);
BKE_subdiv_eval_final_point(subdiv, ptex_face_index, u, v, subdiv_position);
subdiv_mesh_tag_center_vertex(coarse_face, subdiv_vertex_index, u, v, subdiv_mesh);
subdiv_vertex_orco_evaluate(ctx, ptex_face_index, u, v, subdiv_vertex_index);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edge subdivision process
* \{ */
static void subdiv_copy_edge_data(SubdivMeshContext *ctx,
const int subdiv_edge_index,
const int coarse_edge_index)
{
if (coarse_edge_index == ORIGINDEX_NONE) {
if (ctx->edge_origindex != nullptr) {
ctx->edge_origindex[subdiv_edge_index] = ORIGINDEX_NONE;
}
return;
}
CustomData_copy_data(&ctx->coarse_mesh->edge_data,
&ctx->subdiv_mesh->edge_data,
coarse_edge_index,
subdiv_edge_index,
1);
if (ctx->settings->use_optimal_display) {
ctx->subdiv_display_edges[subdiv_edge_index] = true;
}
}
static void subdiv_mesh_edge(const SubdivForeachContext *foreach_context,
void * /*tls*/,
const int coarse_edge_index,
const int subdiv_edge_index,
const bool /*is_loose*/,
const int subdiv_v1,
const int subdiv_v2)
{
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
subdiv_copy_edge_data(ctx, subdiv_edge_index, coarse_edge_index);
ctx->subdiv_edges[subdiv_edge_index][0] = subdiv_v1;
ctx->subdiv_edges[subdiv_edge_index][1] = subdiv_v2;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Loops creation/interpolation
* \{ */
static void subdiv_interpolate_loop_data(const SubdivMeshContext *ctx,
const int subdiv_loop_index,
const LoopsForInterpolation *loop_interpolation,
const float u,
const float v)
{
const float weights[4] = {(1.0f - u) * (1.0f - v), u * (1.0f - v), u * v, (1.0f - u) * v};
CustomData_interp(loop_interpolation->loop_data,
&ctx->subdiv_mesh->loop_data,
loop_interpolation->loop_indices,
weights,
nullptr,
4,
subdiv_loop_index);
/* TODO(sergey): Set ORIGINDEX. */
}
static void subdiv_eval_uv_layer(SubdivMeshContext *ctx,
const int corner_index,
const int ptex_face_index,
const float u,
const float v)
{
if (ctx->num_uv_layers == 0) {
return;
}
Subdiv *subdiv = ctx->subdiv;
for (int layer_index = 0; layer_index < ctx->num_uv_layers; layer_index++) {
BKE_subdiv_eval_face_varying(
subdiv, layer_index, ptex_face_index, u, v, ctx->uv_layers[layer_index][corner_index]);
}
}
static void subdiv_mesh_ensure_loop_interpolation(SubdivMeshContext *ctx,
SubdivMeshTLS *tls,
const int coarse_face_index,
const int coarse_corner)
{
const IndexRange coarse_face = ctx->coarse_faces[coarse_face_index];
/* Check whether we've moved to another corner or face. */
if (tls->loop_interpolation_initialized) {
if (tls->loop_interpolation_coarse_face_index != coarse_face_index ||
tls->loop_interpolation_coarse_corner != coarse_corner)
{
loop_interpolation_end(&tls->loop_interpolation);
tls->loop_interpolation_initialized = false;
}
}
/* Initialize the interpolation. */
if (!tls->loop_interpolation_initialized) {
loop_interpolation_init(ctx, &tls->loop_interpolation, coarse_face);
}
/* Update it for a new corner if needed. */
if (!tls->loop_interpolation_initialized ||
tls->loop_interpolation_coarse_corner != coarse_corner) {
loop_interpolation_from_corner(ctx, &tls->loop_interpolation, coarse_face, coarse_corner);
}
/* Store settings used for the current state of interpolator. */
tls->loop_interpolation_initialized = true;
tls->loop_interpolation_coarse_face_index = coarse_face_index;
tls->loop_interpolation_coarse_corner = coarse_corner;
}
static void subdiv_mesh_loop(const SubdivForeachContext *foreach_context,
void *tls_v,
const int ptex_face_index,
const float u,
const float v,
const int /*coarse_loop_index*/,
const int coarse_face_index,
const int coarse_corner,
const int subdiv_loop_index,
const int subdiv_vertex_index,
const int subdiv_edge_index)
{
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
SubdivMeshTLS *tls = static_cast<SubdivMeshTLS *>(tls_v);
subdiv_mesh_ensure_loop_interpolation(ctx, tls, coarse_face_index, coarse_corner);
subdiv_interpolate_loop_data(ctx, subdiv_loop_index, &tls->loop_interpolation, u, v);
subdiv_eval_uv_layer(ctx, subdiv_loop_index, ptex_face_index, u, v);
ctx->subdiv_corner_verts[subdiv_loop_index] = subdiv_vertex_index;
ctx->subdiv_corner_edges[subdiv_loop_index] = subdiv_edge_index;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Polygons subdivision process
* \{ */
static void subdiv_mesh_face(const SubdivForeachContext *foreach_context,
void * /*tls*/,
const int coarse_face_index,
const int subdiv_face_index,
const int start_loop_index,
const int /*num_loops*/)
{
BLI_assert(coarse_face_index != ORIGINDEX_NONE);
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
CustomData_copy_data(&ctx->coarse_mesh->face_data,
&ctx->subdiv_mesh->face_data,
coarse_face_index,
subdiv_face_index,
1);
ctx->subdiv_face_offsets[subdiv_face_index] = start_loop_index;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Loose elements subdivision process
* \{ */
static void subdiv_mesh_vertex_loose(const SubdivForeachContext *foreach_context,
void * /*tls*/,
const int coarse_vertex_index,
const int subdiv_vertex_index)
{
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
subdiv_vertex_data_copy(ctx, coarse_vertex_index, subdiv_vertex_index);
}
/* Get neighbor edges of the given one.
* - neighbors[0] is an edge adjacent to edge->v1.
* - neighbors[1] is an edge adjacent to edge->v2. */
static void find_edge_neighbors(const int2 *coarse_edges,
const blender::GroupedSpan<int> vert_to_edge_map,
const int edge_index,
const int2 *neighbors[2])
{
const int2 &edge = coarse_edges[edge_index];
neighbors[0] = nullptr;
neighbors[1] = nullptr;
int neighbor_counters[2] = {0, 0};
for (const int i : vert_to_edge_map[edge[0]]) {
if (i == edge_index) {
continue;
}
if (ELEM(edge[0], coarse_edges[i][0], coarse_edges[i][1])) {
neighbors[0] = &coarse_edges[i];
++neighbor_counters[0];
}
}
for (const int i : vert_to_edge_map[edge[1]]) {
if (i == edge_index) {
continue;
}
if (ELEM(edge[1], coarse_edges[i][0], coarse_edges[i][1])) {
neighbors[1] = &coarse_edges[i];
++neighbor_counters[1];
}
}
/* Vertices which has more than one neighbor are considered infinitely
* sharp. This is also how topology factory treats vertices of a surface
* which are adjacent to a loose edge. */
if (neighbor_counters[0] > 1) {
neighbors[0] = nullptr;
}
if (neighbor_counters[1] > 1) {
neighbors[1] = nullptr;
}
}
static void points_for_loose_edges_interpolation_get(const float (*coarse_positions)[3],
const int2 &coarse_edge,
const int2 *neighbors[2],
float points_r[4][3])
{
/* Middle points corresponds to the edge. */
copy_v3_v3(points_r[1], coarse_positions[coarse_edge[0]]);
copy_v3_v3(points_r[2], coarse_positions[coarse_edge[1]]);
/* Start point, duplicate from edge start if no neighbor. */
if (neighbors[0] != nullptr) {
if ((*neighbors[0])[0] == coarse_edge[0]) {
copy_v3_v3(points_r[0], coarse_positions[(*neighbors[0])[1]]);
}
else {
copy_v3_v3(points_r[0], coarse_positions[(*neighbors[0])[0]]);
}
}
else {
sub_v3_v3v3(points_r[0], points_r[1], points_r[2]);
add_v3_v3(points_r[0], points_r[1]);
}
/* End point, duplicate from edge end if no neighbor. */
if (neighbors[1] != nullptr) {
if ((*neighbors[1])[0] == coarse_edge[1]) {
copy_v3_v3(points_r[3], coarse_positions[(*neighbors[1])[1]]);
}
else {
copy_v3_v3(points_r[3], coarse_positions[(*neighbors[1])[0]]);
}
}
else {
sub_v3_v3v3(points_r[3], points_r[2], points_r[1]);
add_v3_v3(points_r[3], points_r[2]);
}
}
void BKE_subdiv_mesh_interpolate_position_on_edge(const float (*coarse_positions)[3],
const blender::int2 *coarse_edges,
const blender::GroupedSpan<int> vert_to_edge_map,
const int coarse_edge_index,
const bool is_simple,
const float u,
float pos_r[3])
{
const int2 &coarse_edge = coarse_edges[coarse_edge_index];
if (is_simple) {
interp_v3_v3v3(pos_r, coarse_positions[coarse_edge[0]], coarse_positions[coarse_edge[1]], u);
}
else {
/* Find neighbors of the coarse edge. */
const int2 *neighbors[2];
find_edge_neighbors(coarse_edges, vert_to_edge_map, coarse_edge_index, neighbors);
float points[4][3];
points_for_loose_edges_interpolation_get(coarse_positions, coarse_edge, neighbors, points);
float weights[4];
key_curve_position_weights(u, weights, KEY_BSPLINE);
interp_v3_v3v3v3v3(pos_r, points[0], points[1], points[2], points[3], weights);
}
}
static void subdiv_mesh_vertex_of_loose_edge_interpolate(SubdivMeshContext *ctx,
const int2 &coarse_edge,
const float u,
const int subdiv_vertex_index)
{
const Mesh *coarse_mesh = ctx->coarse_mesh;
Mesh *subdiv_mesh = ctx->subdiv_mesh;
/* This is never used for end-points (which are copied from the original). */
BLI_assert(u > 0.0f);
BLI_assert(u < 1.0f);
const float interpolation_weights[2] = {1.0f - u, u};
const int coarse_vertex_indices[2] = {coarse_edge[0], coarse_edge[1]};
CustomData_interp(&coarse_mesh->vert_data,
&subdiv_mesh->vert_data,
coarse_vertex_indices,
interpolation_weights,
nullptr,
2,
subdiv_vertex_index);
if (ctx->vert_origindex != nullptr) {
ctx->vert_origindex[subdiv_vertex_index] = ORIGINDEX_NONE;
}
}
static void subdiv_mesh_vertex_of_loose_edge(const SubdivForeachContext *foreach_context,
void * /*tls*/,
const int coarse_edge_index,
const float u,
const int subdiv_vertex_index)
{
SubdivMeshContext *ctx = static_cast<SubdivMeshContext *>(foreach_context->user_data);
const Mesh *coarse_mesh = ctx->coarse_mesh;
const int2 &coarse_edge = ctx->coarse_edges[coarse_edge_index];
const bool is_simple = ctx->subdiv->settings.is_simple;
/* Lazily initialize a vertex to edge map to avoid quadratic runtime when subdividing loose
* edges. Do this here to avoid the cost in common cases when there are no loose edges at all. */
if (ctx->vert_to_edge_map.is_empty()) {
std::lock_guard lock{ctx->vert_to_edge_map_mutex};
if (ctx->vert_to_edge_map.is_empty()) {
ctx->vert_to_edge_map = blender::bke::mesh::build_vert_to_edge_map(
ctx->coarse_edges,
coarse_mesh->totvert,
ctx->vert_to_edge_offsets,
ctx->vert_to_edge_indices);
}
}
/* Interpolate custom data when not an end point.
* This data has already been copied from the original vertex by #subdiv_mesh_vertex_loose. */
if (!ELEM(u, 0.0, 1.0)) {
subdiv_mesh_vertex_of_loose_edge_interpolate(ctx, coarse_edge, u, subdiv_vertex_index);
}
/* Interpolate coordinate. */
BKE_subdiv_mesh_interpolate_position_on_edge(
reinterpret_cast<const float(*)[3]>(ctx->coarse_positions.data()),
ctx->coarse_edges.data(),
ctx->vert_to_edge_map,
coarse_edge_index,
is_simple,
u,
ctx->subdiv_positions[subdiv_vertex_index]);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Initialization
* \{ */
static void setup_foreach_callbacks(const SubdivMeshContext *subdiv_context,
SubdivForeachContext *foreach_context)
{
memset(foreach_context, 0, sizeof(*foreach_context));
/* General information. */
foreach_context->topology_info = subdiv_mesh_topology_info;
/* Every boundary geometry. Used for displacement averaging. */
if (subdiv_context->have_displacement) {
foreach_context->vertex_every_corner = subdiv_mesh_vertex_displacement_every_corner;
foreach_context->vertex_every_edge = subdiv_mesh_vertex_displacement_every_edge;
}
foreach_context->vertex_corner = subdiv_mesh_vertex_corner;
foreach_context->vertex_edge = subdiv_mesh_vertex_edge;
foreach_context->vertex_inner = subdiv_mesh_vertex_inner;
foreach_context->edge = subdiv_mesh_edge;
foreach_context->loop = subdiv_mesh_loop;
foreach_context->poly = subdiv_mesh_face;
foreach_context->vertex_loose = subdiv_mesh_vertex_loose;
foreach_context->vertex_of_loose_edge = subdiv_mesh_vertex_of_loose_edge;
foreach_context->user_data_tls_free = subdiv_mesh_tls_free;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public entry point
* \{ */
Mesh *BKE_subdiv_to_mesh(Subdiv *subdiv,
const SubdivToMeshSettings *settings,
const Mesh *coarse_mesh)
{
using namespace blender;
BKE_subdiv_stats_begin(&subdiv->stats, SUBDIV_STATS_SUBDIV_TO_MESH);
/* Make sure evaluator is up to date with possible new topology, and that
* it is refined for the new positions of coarse vertices. */
if (!BKE_subdiv_eval_begin_from_mesh(
subdiv, coarse_mesh, nullptr, SUBDIV_EVALUATOR_TYPE_CPU, nullptr))
{
/* This could happen in two situations:
* - OpenSubdiv is disabled.
* - Something totally bad happened, and OpenSubdiv rejected our
* topology.
* In either way, we can't safely continue. */
if (coarse_mesh->faces_num) {
BKE_subdiv_stats_end(&subdiv->stats, SUBDIV_STATS_SUBDIV_TO_MESH);
return nullptr;
}
}
/* Initialize subdivision mesh creation context. */
SubdivMeshContext subdiv_context{};
subdiv_context.settings = settings;
subdiv_context.coarse_mesh = coarse_mesh;
subdiv_context.coarse_positions = coarse_mesh->vert_positions();
subdiv_context.coarse_edges = coarse_mesh->edges();
subdiv_context.coarse_faces = coarse_mesh->faces();
subdiv_context.coarse_corner_verts = coarse_mesh->corner_verts();
subdiv_context.subdiv = subdiv;
subdiv_context.have_displacement = (subdiv->displacement_evaluator != nullptr);
/* Multi-threaded traversal/evaluation. */
BKE_subdiv_stats_begin(&subdiv->stats, SUBDIV_STATS_SUBDIV_TO_MESH_GEOMETRY);
SubdivForeachContext foreach_context;
setup_foreach_callbacks(&subdiv_context, &foreach_context);
SubdivMeshTLS tls{};
foreach_context.user_data = &subdiv_context;
foreach_context.user_data_tls_size = sizeof(SubdivMeshTLS);
foreach_context.user_data_tls = &tls;
BKE_subdiv_foreach_subdiv_geometry(subdiv, &foreach_context, settings, coarse_mesh);
BKE_subdiv_stats_end(&subdiv->stats, SUBDIV_STATS_SUBDIV_TO_MESH_GEOMETRY);
Mesh *result = subdiv_context.subdiv_mesh;
/* NOTE: Using normals from the limit surface gives different results than Blender's vertex
* normal calculation. Since vertex normals are supposed to be a consistent cache, don't bother
* calculating them here. The work may have been pointless anyway if the mesh is deformed or
* changed afterwards. */
/* Move the optimal display edge array to the final bit vector. */
if (!subdiv_context.subdiv_display_edges.is_empty()) {
const Span<bool> span = subdiv_context.subdiv_display_edges;
BitVector<> &bit_vector = result->runtime->subsurf_optimal_display_edges;
bit_vector.clear();
bit_vector.resize(subdiv_context.subdiv_display_edges.size());
threading::parallel_for_aligned(
span.index_range(), 4096, bits::BitsPerInt, [&](const IndexRange range) {
for (const int i : range) {
bit_vector[i].set(span[i]);
}
});
}
if (coarse_mesh->verts_no_face().count == 0) {
result->tag_loose_verts_none();
}
if (coarse_mesh->loose_edges().count == 0) {
result->tag_loose_edges_none();
}
result->tag_overlapping_none();
if (subdiv->settings.is_simple) {
/* In simple subdivision, min and max positions are not changed, avoid recomputing bounds. */
result->runtime->bounds_cache = coarse_mesh->runtime->bounds_cache;
}
// BKE_mesh_validate(result, true, true);
BKE_subdiv_stats_end(&subdiv->stats, SUBDIV_STATS_SUBDIV_TO_MESH);
subdiv_mesh_context_free(&subdiv_context);
return result;
}
/** \} */