Files
test/source/blender/blenkernel/BKE_subdiv_modifier.hh
Hans Goudey 11f0d88d13 Subdiv: Move most blenkernel subdiv code to C++ namespace
Move most code to `blender::bke::subdiv`. That helps organization
and makes using C++ in subdiv code easier, which will be useful for
removing the unnecessary opensubdiv C-API wrapper.
2024-04-19 09:03:31 -04:00

98 lines
3.5 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include "BKE_subdiv.hh"
#include "BLI_sys_types.h"
/* Hardcoded for until GPU shaders are automatically generated, then we will have a more
* programmatic way of detecting this. */
#define MAX_GPU_SUBDIV_SSBOS 12
struct Mesh;
struct Object;
struct Scene;
struct SubsurfModifierData;
namespace blender::bke::subdiv {
struct Subdiv;
struct Settings;
} // namespace blender::bke::subdiv
/* Runtime subsurf modifier data, cached in modifier on evaluated meshes. */
struct SubsurfRuntimeData {
/* Subdivision settings, exists before descriptor or mesh wrapper is created. */
blender::bke::subdiv::Settings settings;
/* Cached subdivision surface descriptor, with topology and settings. */
blender::bke::subdiv::Subdiv *subdiv_cpu;
blender::bke::subdiv::Subdiv *subdiv_gpu;
/* Recent usage markers for UI diagnostics. To avoid UI flicker due to races
* between evaluation and UI redraw, they are set to 2 when an evaluator is used,
* and count down every frame. */
char used_cpu, used_gpu;
/* Cached mesh wrapper data, to be used for GPU subdiv or lazy evaluation on CPU. */
bool has_gpu_subdiv;
int resolution;
bool use_optimal_display;
bool use_loop_normals;
/* Cached from the draw code for stats display. */
int stats_totvert;
int stats_totedge;
int stats_faces_num;
int stats_totloop;
};
blender::bke::subdiv::Settings BKE_subsurf_modifier_settings_init(const SubsurfModifierData *smd,
bool use_render_params);
bool BKE_subsurf_modifier_runtime_init(SubsurfModifierData *smd, bool use_render_params);
bool BKE_subsurf_modifier_use_custom_loop_normals(const SubsurfModifierData *smd,
const Mesh *mesh);
bool BKE_subsurf_modifier_has_split_normals(const SubsurfModifierData *smd, const Mesh *mesh);
/**
* Return true if GPU subdivision evaluation is disabled by force due to incompatible mesh or
* modifier settings. This will only return true if GPU subdivision is enabled in the preferences
* and supported by the GPU. It is mainly useful for showing UI messages.
*/
bool BKE_subsurf_modifier_force_disable_gpu_evaluation_for_mesh(const SubsurfModifierData *smd,
const Mesh *mesh);
/**
* \param skip_check_is_last: When true, we assume that the modifier passed is the last enabled
* modifier in the stack.
*/
bool BKE_subsurf_modifier_can_do_gpu_subdiv(const Scene *scene,
const Object *ob,
const Mesh *mesh,
const SubsurfModifierData *smd,
int required_mode);
bool BKE_subsurf_modifier_has_gpu_subdiv(const Mesh *mesh);
extern void (*BKE_subsurf_modifier_free_gpu_cache_cb)(blender::bke::subdiv::Subdiv *subdiv);
/**
* Main goal of this function is to give usable subdivision surface descriptor
* which matches settings and topology.
*/
blender::bke::subdiv::Subdiv *BKE_subsurf_modifier_subdiv_descriptor_ensure(
SubsurfRuntimeData *runtime_data, const Mesh *mesh, bool for_draw_code);
/**
* Return the #ModifierMode required for the evaluation of the subsurf modifier,
* which should be used to check if the modifier is enabled.
*/
int BKE_subsurf_modifier_eval_required_mode(bool is_final_render, bool is_edit_mode);