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test/source/blender/modifiers/intern/MOD_subsurf.c

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/*
* 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
2020-05-09 17:14:35 +10:00
* 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) 2005 by the Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup modifiers
*/
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_defaults.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_context.h"
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
#include "BKE_editmesh.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_subdiv.h"
#include "BKE_subdiv_ccg.h"
#include "BKE_subdiv_deform.h"
#include "BKE_subdiv_mesh.h"
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
#include "BKE_subdiv_modifier.h"
#include "BKE_subsurf.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RE_engine.h"
#include "RNA_access.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "MOD_modifiertypes.h"
#include "MOD_ui_common.h"
#include "BLO_read_write.h"
#include "intern/CCGSubSurf.h"
static void initData(ModifierData *md)
{
2012-05-06 13:38:33 +00:00
SubsurfModifierData *smd = (SubsurfModifierData *)md;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(smd, modifier));
MEMCPY_STRUCT_AFTER(smd, DNA_struct_default_get(SubsurfModifierData), modifier);
}
static void requiredDataMask(Object *UNUSED(ob),
ModifierData *md,
CustomData_MeshMasks *r_cddata_masks)
{
SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (smd->flags & eSubsurfModifierFlag_UseCustomNormals) {
r_cddata_masks->lmask |= CD_MASK_NORMAL;
r_cddata_masks->lmask |= CD_MASK_CUSTOMLOOPNORMAL;
}
if (smd->flags & eSubsurfModifierFlag_UseCrease) {
r_cddata_masks->vmask |= CD_MASK_CREASE;
}
}
static bool dependsOnNormals(ModifierData *md)
{
SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (smd->flags & eSubsurfModifierFlag_UseCustomNormals) {
return true;
}
return false;
}
static void copyData(const ModifierData *md, ModifierData *target, const int flag)
{
#if 0
const SubsurfModifierData *smd = (const SubsurfModifierData *)md;
#endif
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SubsurfModifierData *tsmd = (SubsurfModifierData *)target;
BKE_modifier_copydata_generic(md, target, flag);
tsmd->emCache = tsmd->mCache = NULL;
}
static void freeRuntimeData(void *runtime_data_v)
{
if (runtime_data_v == NULL) {
return;
}
SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)runtime_data_v;
if (runtime_data->subdiv != NULL) {
BKE_subdiv_free(runtime_data->subdiv);
}
MEM_freeN(runtime_data);
}
static void freeData(ModifierData *md)
{
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SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (smd->mCache) {
ccgSubSurf_free(smd->mCache);
smd->mCache = NULL;
}
if (smd->emCache) {
ccgSubSurf_free(smd->emCache);
smd->emCache = NULL;
}
freeRuntimeData(smd->modifier.runtime);
}
static bool isDisabled(const Scene *scene, ModifierData *md, bool useRenderParams)
{
2012-05-06 13:38:33 +00:00
SubsurfModifierData *smd = (SubsurfModifierData *)md;
int levels = (useRenderParams) ? smd->renderLevels : smd->levels;
return get_render_subsurf_level(&scene->r, levels, useRenderParams != 0) == 0;
}
static int subdiv_levels_for_modifier_get(const SubsurfModifierData *smd,
const ModifierEvalContext *ctx)
{
Scene *scene = DEG_get_evaluated_scene(ctx->depsgraph);
const bool use_render_params = (ctx->flag & MOD_APPLY_RENDER);
const int requested_levels = (use_render_params) ? smd->renderLevels : smd->levels;
return get_render_subsurf_level(&scene->r, requested_levels, use_render_params);
}
/* Subdivide into fully qualified mesh. */
static void subdiv_mesh_settings_init(SubdivToMeshSettings *settings,
const SubsurfModifierData *smd,
const ModifierEvalContext *ctx)
{
const int level = subdiv_levels_for_modifier_get(smd, ctx);
settings->resolution = (1 << level) + 1;
settings->use_optimal_display = (smd->flags & eSubsurfModifierFlag_ControlEdges) &&
!(ctx->flag & MOD_APPLY_TO_BASE_MESH);
}
static Mesh *subdiv_as_mesh(SubsurfModifierData *smd,
const ModifierEvalContext *ctx,
Mesh *mesh,
Subdiv *subdiv)
{
Mesh *result = mesh;
SubdivToMeshSettings mesh_settings;
subdiv_mesh_settings_init(&mesh_settings, smd, ctx);
if (mesh_settings.resolution < 3) {
return result;
}
result = BKE_subdiv_to_mesh(subdiv, &mesh_settings, mesh);
return result;
}
/* Subdivide into CCG. */
static void subdiv_ccg_settings_init(SubdivToCCGSettings *settings,
const SubsurfModifierData *smd,
const ModifierEvalContext *ctx)
{
const int level = subdiv_levels_for_modifier_get(smd, ctx);
settings->resolution = (1 << level) + 1;
settings->need_normal = true;
settings->need_mask = false;
}
static Mesh *subdiv_as_ccg(SubsurfModifierData *smd,
const ModifierEvalContext *ctx,
Mesh *mesh,
Subdiv *subdiv)
{
Mesh *result = mesh;
SubdivToCCGSettings ccg_settings;
subdiv_ccg_settings_init(&ccg_settings, smd, ctx);
if (ccg_settings.resolution < 3) {
return result;
}
result = BKE_subdiv_to_ccg_mesh(subdiv, &ccg_settings, mesh);
return result;
}
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
/* Cache settings for lazy CPU evaluation. */
static void subdiv_cache_cpu_evaluation_settings(const ModifierEvalContext *ctx,
Mesh *me,
SubsurfModifierData *smd)
{
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
SubdivToMeshSettings mesh_settings;
subdiv_mesh_settings_init(&mesh_settings, smd, ctx);
me->runtime.subsurf_apply_render = (ctx->flag & MOD_APPLY_RENDER) != 0;
me->runtime.subsurf_resolution = mesh_settings.resolution;
me->runtime.subsurf_use_optimal_display = mesh_settings.use_optimal_display;
}
/* Modifier itself. */
static Mesh *modifyMesh(ModifierData *md, const ModifierEvalContext *ctx, Mesh *mesh)
{
Mesh *result = mesh;
#if !defined(WITH_OPENSUBDIV)
BKE_modifier_set_error(ctx->object, md, "Disabled, built without OpenSubdiv");
return result;
#endif
SubsurfModifierData *smd = (SubsurfModifierData *)md;
SubdivSettings subdiv_settings;
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
BKE_subsurf_modifier_subdiv_settings_init(
&subdiv_settings, smd, (ctx->flag & MOD_APPLY_RENDER) != 0);
if (subdiv_settings.level == 0) {
return result;
}
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
SubsurfRuntimeData *runtime_data = BKE_subsurf_modifier_ensure_runtime(smd);
/* Delay evaluation to the draw code if possible, provided we do not have to apply the modifier.
*/
if ((ctx->flag & MOD_APPLY_TO_BASE_MESH) == 0) {
Scene *scene = DEG_get_evaluated_scene(ctx->depsgraph);
const bool is_render_mode = (ctx->flag & MOD_APPLY_RENDER) != 0;
/* Same check as in `DRW_mesh_batch_cache_create_requested` to keep both code coherent. */
const bool is_editmode = (mesh->edit_mesh != NULL) &&
(mesh->edit_mesh->mesh_eval_final != NULL);
const int required_mode = BKE_subsurf_modifier_eval_required_mode(is_render_mode, is_editmode);
if (BKE_subsurf_modifier_can_do_gpu_subdiv_ex(scene, ctx->object, smd, required_mode, false)) {
subdiv_cache_cpu_evaluation_settings(ctx, mesh, smd);
return result;
}
}
Subdiv *subdiv = BKE_subsurf_modifier_subdiv_descriptor_ensure(
smd, &subdiv_settings, mesh, false);
if (subdiv == NULL) {
/* Happens on bad topology, but also on empty input mesh. */
return result;
}
const bool use_clnors = (smd->flags & eSubsurfModifierFlag_UseCustomNormals) &&
(mesh->flag & ME_AUTOSMOOTH) &&
CustomData_has_layer(&mesh->ldata, CD_CUSTOMLOOPNORMAL);
if (use_clnors) {
/* If custom normals are present and the option is turned on calculate the split
* normals and clear flag so the normals get interpolated to the result mesh. */
BKE_mesh_calc_normals_split(mesh);
CustomData_clear_layer_flag(&mesh->ldata, CD_NORMAL, CD_FLAG_TEMPORARY);
}
/* TODO(sergey): Decide whether we ever want to use CCG for subsurf,
* maybe when it is a last modifier in the stack? */
if (true) {
result = subdiv_as_mesh(smd, ctx, mesh, subdiv);
}
else {
result = subdiv_as_ccg(smd, ctx, mesh, subdiv);
}
if (use_clnors) {
float(*lnors)[3] = CustomData_get_layer(&result->ldata, CD_NORMAL);
BLI_assert(lnors != NULL);
BKE_mesh_set_custom_normals(result, lnors);
CustomData_set_layer_flag(&mesh->ldata, CD_NORMAL, CD_FLAG_TEMPORARY);
CustomData_set_layer_flag(&result->ldata, CD_NORMAL, CD_FLAG_TEMPORARY);
}
// BKE_subdiv_stats_print(&subdiv->stats);
if (subdiv != runtime_data->subdiv) {
BKE_subdiv_free(subdiv);
}
return result;
}
static void deformMatrices(ModifierData *md,
const ModifierEvalContext *ctx,
Mesh *mesh,
float (*vertex_cos)[3],
float (*deform_matrices)[3][3],
int num_verts)
{
#if !defined(WITH_OPENSUBDIV)
BKE_modifier_set_error(ctx->object, md, "Disabled, built without OpenSubdiv");
return;
#endif
/* Subsurf does not require extra space mapping, keep matrices as is. */
(void)deform_matrices;
SubsurfModifierData *smd = (SubsurfModifierData *)md;
SubdivSettings subdiv_settings;
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
BKE_subsurf_modifier_subdiv_settings_init(
&subdiv_settings, smd, (ctx->flag & MOD_APPLY_RENDER) != 0);
if (subdiv_settings.level == 0) {
return;
}
OpenSubDiv: add support for an OpenGL evaluator 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
2021-12-27 16:34:47 +01:00
SubsurfRuntimeData *runtime_data = BKE_subsurf_modifier_ensure_runtime(smd);
Subdiv *subdiv = BKE_subsurf_modifier_subdiv_descriptor_ensure(
smd, &subdiv_settings, mesh, false);
if (subdiv == NULL) {
/* Happens on bad topology, but also on empty input mesh. */
return;
}
BKE_subdiv_deform_coarse_vertices(subdiv, mesh, vertex_cos, num_verts);
if (subdiv != runtime_data->subdiv) {
BKE_subdiv_free(subdiv);
}
}
#ifdef WITH_CYCLES
static bool get_show_adaptive_options(const bContext *C, Panel *panel)
{
/* Don't show adaptive options if cycles isn't the active engine. */
const struct RenderEngineType *engine_type = CTX_data_engine_type(C);
if (!STREQ(engine_type->idname, "CYCLES")) {
return false;
}
/* Only show adaptive options if this is the last modifier. */
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, NULL);
ModifierData *md = ptr->data;
if (md->next != NULL) {
return false;
}
/* Don't show adaptive options if regular subdivision used. */
if (!RNA_boolean_get(ptr, "use_limit_surface")) {
return false;
}
/* Don't show adaptive options if the cycles experimental feature set is disabled. */
Scene *scene = CTX_data_scene(C);
if (!BKE_scene_uses_cycles_experimental_features(scene)) {
return false;
}
return true;
}
#endif
static void panel_draw(const bContext *C, Panel *panel)
{
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
/* Only test for adaptive subdivision if built with cycles. */
bool show_adaptive_options = false;
bool ob_use_adaptive_subdivision = false;
PointerRNA cycles_ptr = {NULL};
PointerRNA ob_cycles_ptr = {NULL};
#ifdef WITH_CYCLES
PointerRNA scene_ptr;
Scene *scene = CTX_data_scene(C);
RNA_id_pointer_create(&scene->id, &scene_ptr);
if (BKE_scene_uses_cycles(scene)) {
cycles_ptr = RNA_pointer_get(&scene_ptr, "cycles");
ob_cycles_ptr = RNA_pointer_get(&ob_ptr, "cycles");
if (!RNA_pointer_is_null(&ob_cycles_ptr)) {
ob_use_adaptive_subdivision = RNA_boolean_get(&ob_cycles_ptr, "use_adaptive_subdivision");
show_adaptive_options = get_show_adaptive_options(C, panel);
}
}
#else
UNUSED_VARS(C);
#endif
uiItemR(layout, ptr, "subdivision_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiLayoutSetPropSep(layout, true);
if (show_adaptive_options) {
uiItemR(layout,
&ob_cycles_ptr,
"use_adaptive_subdivision",
0,
IFACE_("Adaptive Subdivision"),
ICON_NONE);
}
if (ob_use_adaptive_subdivision && show_adaptive_options) {
uiItemR(layout, &ob_cycles_ptr, "dicing_rate", 0, NULL, ICON_NONE);
float render = MAX2(RNA_float_get(&cycles_ptr, "dicing_rate") *
RNA_float_get(&ob_cycles_ptr, "dicing_rate"),
0.1f);
float preview = MAX2(RNA_float_get(&cycles_ptr, "preview_dicing_rate") *
RNA_float_get(&ob_cycles_ptr, "dicing_rate"),
0.1f);
char output[256];
BLI_snprintf(output,
sizeof(output),
TIP_("Final Scale: Render %.2f px, Viewport %.2f px"),
render,
preview);
uiItemL(layout, output, ICON_NONE);
uiItemS(layout);
uiItemR(layout, ptr, "levels", 0, IFACE_("Levels Viewport"), ICON_NONE);
}
else {
uiLayout *col = uiLayoutColumn(layout, true);
uiItemR(col, ptr, "levels", 0, IFACE_("Levels Viewport"), ICON_NONE);
uiItemR(col, ptr, "render_levels", 0, IFACE_("Render"), ICON_NONE);
}
uiItemR(layout, ptr, "show_only_control_edges", 0, NULL, ICON_NONE);
modifier_panel_end(layout, ptr);
}
static void advanced_panel_draw(const bContext *C, Panel *panel)
{
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
bool ob_use_adaptive_subdivision = false;
bool show_adaptive_options = false;
#ifdef WITH_CYCLES
Scene *scene = CTX_data_scene(C);
if (BKE_scene_uses_cycles(scene)) {
PointerRNA ob_cycles_ptr = RNA_pointer_get(&ob_ptr, "cycles");
if (!RNA_pointer_is_null(&ob_cycles_ptr)) {
ob_use_adaptive_subdivision = RNA_boolean_get(&ob_cycles_ptr, "use_adaptive_subdivision");
show_adaptive_options = get_show_adaptive_options(C, panel);
}
}
#else
UNUSED_VARS(C);
#endif
uiLayoutSetPropSep(layout, true);
uiLayoutSetActive(layout, !(show_adaptive_options && ob_use_adaptive_subdivision));
uiItemR(layout, ptr, "use_limit_surface", 0, NULL, ICON_NONE);
uiLayout *col = uiLayoutColumn(layout, true);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_limit_surface"));
uiItemR(col, ptr, "quality", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "uv_smooth", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "boundary_smooth", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_creases", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_custom_normals", 0, NULL, ICON_NONE);
}
static void panelRegister(ARegionType *region_type)
{
PanelType *panel_type = modifier_panel_register(region_type, eModifierType_Subsurf, panel_draw);
modifier_subpanel_register(
region_type, "advanced", "Advanced", NULL, advanced_panel_draw, panel_type);
}
static void blendRead(BlendDataReader *UNUSED(reader), ModifierData *md)
{
SubsurfModifierData *smd = (SubsurfModifierData *)md;
smd->emCache = smd->mCache = NULL;
}
ModifierTypeInfo modifierType_Subsurf = {
/* name */ "Subdivision",
/* structName */ "SubsurfModifierData",
/* structSize */ sizeof(SubsurfModifierData),
/* srna */ &RNA_SubsurfModifier,
/* type */ eModifierTypeType_Constructive,
2012-05-06 13:38:33 +00:00
/* flags */ eModifierTypeFlag_AcceptsMesh | eModifierTypeFlag_SupportsMapping |
eModifierTypeFlag_SupportsEditmode | eModifierTypeFlag_EnableInEditmode |
eModifierTypeFlag_AcceptsCVs,
/* icon */ ICON_MOD_SUBSURF,
/* copyData */ copyData,
/* deformVerts */ NULL,
/* deformMatrices */ deformMatrices,
/* deformVertsEM */ NULL,
/* deformMatricesEM */ NULL,
/* modifyMesh */ modifyMesh,
/* modifyHair */ NULL,
/* modifyGeometrySet */ NULL,
/* initData */ initData,
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
/* foreachIDLink */ NULL,
/* foreachTexLink */ NULL,
/* freeRuntimeData */ freeRuntimeData,
/* panelRegister */ panelRegister,
/* blendWrite */ NULL,
/* blendRead */ blendRead,
};