When allocating new `CustomData` layers, often we do redundant initialization of arrays. For example, it's common that values are allocated, set to their default value, and then set to some other value. This is wasteful, and it negates the benefits of optimizations to the allocator like D15082. There are two reasons for this. The first is array-of-structs storage that makes it annoying to initialize values manually, and the second is confusing options in the Custom Data API. This patch addresses the latter. The `CustomData` "alloc type" options are rearranged. Now, besides the options that use existing layers, there are two remaining: * `CD_SET_DEFAULT` sets the default value. * Usually zeroes, but for colors this is white (how it was before). * Should be used when you add the layer but don't set all values. * `CD_CONSTRUCT` refers to the "default construct" C++ term. * Only necessary or defined for non-trivial types like vertex groups. * Doesn't do anything for trivial types like `int` or `float3`. * Should be used every other time, when all values will be set. The attribute API's `AttributeInit` types are updated as well. To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and `CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional changes yet. Follow-up commits will change to avoid initializing new layers where the correctness is clear. Differential Revision: https://developer.blender.org/D15617
287 lines
11 KiB
C
287 lines
11 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup bke
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*/
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#include "MEM_guardedalloc.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_customdata.h"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_runtime.h"
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#include "BKE_modifier.h"
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#include "BKE_multires.h"
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#include "BKE_subdiv.h"
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#include "BKE_subsurf.h"
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#include "BLI_math_vector.h"
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#include "DEG_depsgraph_query.h"
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#include "multires_reshape.h"
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/* -------------------------------------------------------------------- */
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/** \name Reshape from object
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* \{ */
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bool multiresModifier_reshapeFromVertcos(struct Depsgraph *depsgraph,
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struct Object *object,
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struct MultiresModifierData *mmd,
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const float (*vert_coords)[3],
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const int num_vert_coords)
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{
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MultiresReshapeContext reshape_context;
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if (!multires_reshape_context_create_from_object(&reshape_context, depsgraph, object, mmd)) {
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return false;
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}
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multires_reshape_store_original_grids(&reshape_context);
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multires_reshape_ensure_grids(object->data, reshape_context.top.level);
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if (!multires_reshape_assign_final_coords_from_vertcos(
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&reshape_context, vert_coords, num_vert_coords)) {
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multires_reshape_context_free(&reshape_context);
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return false;
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}
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multires_reshape_smooth_object_grids_with_details(&reshape_context);
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multires_reshape_object_grids_to_tangent_displacement(&reshape_context);
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multires_reshape_context_free(&reshape_context);
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return true;
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}
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bool multiresModifier_reshapeFromObject(struct Depsgraph *depsgraph,
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struct MultiresModifierData *mmd,
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struct Object *dst,
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struct Object *src)
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{
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struct Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
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struct Object *src_eval = DEG_get_evaluated_object(depsgraph, src);
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Mesh *src_mesh_eval = mesh_get_eval_final(depsgraph, scene_eval, src_eval, &CD_MASK_BAREMESH);
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int num_deformed_verts;
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float(*deformed_verts)[3] = BKE_mesh_vert_coords_alloc(src_mesh_eval, &num_deformed_verts);
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const bool result = multiresModifier_reshapeFromVertcos(
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depsgraph, dst, mmd, deformed_verts, num_deformed_verts);
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MEM_freeN(deformed_verts);
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return result;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Reshape from modifier
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* \{ */
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bool multiresModifier_reshapeFromDeformModifier(struct Depsgraph *depsgraph,
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struct Object *object,
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struct MultiresModifierData *mmd,
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struct ModifierData *deform_md)
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{
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MultiresModifierData highest_mmd = *mmd;
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highest_mmd.sculptlvl = highest_mmd.totlvl;
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highest_mmd.lvl = highest_mmd.totlvl;
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highest_mmd.renderlvl = highest_mmd.totlvl;
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/* Create mesh for the multires, ignoring any further modifiers (leading
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* deformation modifiers will be applied though). */
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Mesh *multires_mesh = BKE_multires_create_mesh(depsgraph, object, &highest_mmd);
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int num_deformed_verts;
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float(*deformed_verts)[3] = BKE_mesh_vert_coords_alloc(multires_mesh, &num_deformed_verts);
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/* Apply deformation modifier on the multires, */
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const ModifierEvalContext modifier_ctx = {
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.depsgraph = depsgraph,
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.object = object,
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.flag = MOD_APPLY_USECACHE | MOD_APPLY_IGNORE_SIMPLIFY,
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};
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BKE_modifier_deform_verts(
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deform_md, &modifier_ctx, multires_mesh, deformed_verts, multires_mesh->totvert);
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BKE_id_free(NULL, multires_mesh);
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/* Reshaping */
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bool result = multiresModifier_reshapeFromVertcos(
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depsgraph, object, &highest_mmd, deformed_verts, num_deformed_verts);
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/* Cleanup */
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MEM_freeN(deformed_verts);
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return result;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Reshape from grids
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* \{ */
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bool multiresModifier_reshapeFromCCG(const int tot_level,
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Mesh *coarse_mesh,
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struct SubdivCCG *subdiv_ccg)
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{
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MultiresReshapeContext reshape_context;
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if (!multires_reshape_context_create_from_ccg(
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&reshape_context, subdiv_ccg, coarse_mesh, tot_level)) {
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return false;
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}
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multires_ensure_external_read(coarse_mesh, reshape_context.top.level);
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multires_reshape_store_original_grids(&reshape_context);
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multires_reshape_ensure_grids(coarse_mesh, reshape_context.top.level);
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if (!multires_reshape_assign_final_coords_from_ccg(&reshape_context, subdiv_ccg)) {
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multires_reshape_context_free(&reshape_context);
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return false;
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}
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multires_reshape_smooth_object_grids_with_details(&reshape_context);
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multires_reshape_object_grids_to_tangent_displacement(&reshape_context);
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multires_reshape_context_free(&reshape_context);
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return true;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Subdivision
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* \{ */
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void multiresModifier_subdivide(Object *object,
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MultiresModifierData *mmd,
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const eMultiresSubdivideModeType mode)
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{
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const int top_level = mmd->totlvl + 1;
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multiresModifier_subdivide_to_level(object, mmd, top_level, mode);
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}
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void multiresModifier_subdivide_to_level(struct Object *object,
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struct MultiresModifierData *mmd,
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const int top_level,
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const eMultiresSubdivideModeType mode)
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{
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if (top_level <= mmd->totlvl) {
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return;
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}
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Mesh *coarse_mesh = object->data;
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if (coarse_mesh->totloop == 0) {
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/* If there are no loops in the mesh implies there is no CD_MDISPS as well. So can early output
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* from here as there is nothing to subdivide. */
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return;
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}
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MultiresReshapeContext reshape_context;
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/* There was no multires at all, all displacement is at 0. Can simply make sure all mdisps grids
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* are allocated at a proper level and return. */
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const bool has_mdisps = CustomData_has_layer(&coarse_mesh->ldata, CD_MDISPS);
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if (!has_mdisps) {
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CustomData_add_layer(
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&coarse_mesh->ldata, CD_MDISPS, CD_SET_DEFAULT, NULL, coarse_mesh->totloop);
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}
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/* NOTE: Subdivision happens from the top level of the existing multires modifier. If it is set
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* to 0 and there is mdisps layer it would mean that the modifier went out of sync with the data.
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* This happens when, for example, linking modifiers from one object to another.
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*
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* In such cases simply ensure grids to be the proper level.
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*
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* If something smarter is needed it is up to the operators which does data synchronization, so
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* that the mdisps layer is also synchronized. */
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if (!has_mdisps || top_level == 1 || mmd->totlvl == 0) {
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multires_reshape_ensure_grids(coarse_mesh, top_level);
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if (ELEM(mode, MULTIRES_SUBDIVIDE_LINEAR, MULTIRES_SUBDIVIDE_SIMPLE)) {
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multires_subdivide_create_tangent_displacement_linear_grids(object, mmd);
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}
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else {
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multires_set_tot_level(object, mmd, top_level);
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}
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return;
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}
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multires_flush_sculpt_updates(object);
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if (!multires_reshape_context_create_from_modifier(&reshape_context, object, mmd, top_level)) {
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return;
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}
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multires_reshape_store_original_grids(&reshape_context);
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multires_reshape_ensure_grids(coarse_mesh, reshape_context.top.level);
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multires_reshape_assign_final_elements_from_orig_mdisps(&reshape_context);
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/* Free original grids which makes it so smoothing with details thinks all the details were
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* added against base mesh's limit surface. This is similar behavior to as if we've done all
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* displacement in sculpt mode at the old top level and then propagated to the new top level. */
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multires_reshape_free_original_grids(&reshape_context);
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if (ELEM(mode, MULTIRES_SUBDIVIDE_LINEAR, MULTIRES_SUBDIVIDE_SIMPLE)) {
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multires_reshape_smooth_object_grids(&reshape_context, mode);
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}
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else {
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multires_reshape_smooth_object_grids_with_details(&reshape_context);
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}
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multires_reshape_object_grids_to_tangent_displacement(&reshape_context);
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multires_reshape_context_free(&reshape_context);
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multires_set_tot_level(object, mmd, top_level);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Apply base
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* \{ */
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void multiresModifier_base_apply(struct Depsgraph *depsgraph,
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Object *object,
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MultiresModifierData *mmd)
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{
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multires_force_sculpt_rebuild(object);
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MultiresReshapeContext reshape_context;
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if (!multires_reshape_context_create_from_object(&reshape_context, depsgraph, object, mmd)) {
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return;
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}
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multires_reshape_store_original_grids(&reshape_context);
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/* At this point base_mesh is object's mesh, the subdiv is initialized to the deformed state of
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* the base mesh.
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* Store coordinates of top level grids in object space which will define true shape we would
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* want to reshape to after modifying the base mesh. */
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multires_reshape_assign_final_coords_from_mdisps(&reshape_context);
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/* For modifying base mesh we only want to consider deformation caused by multires displacement
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* and ignore all deformation which might be caused by deformation modifiers leading the multires
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* one.
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* So refine the subdiv to the original mesh vertices positions, which will also need to make
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* it so object space displacement is re-evaluated for them (as in, can not re-use any knowledge
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* from the final coordinates in the object space ). */
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multires_reshape_apply_base_refine_from_base(&reshape_context);
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/* Modify original mesh coordinates. This happens in two steps:
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* - Coordinates are set to their final location, where they are intended to be in the final
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* result.
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* - Heuristic moves them a bit, kind of canceling out the effect of subsurf (so then when
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* multires modifier applies subsurf vertices are placed at the desired location). */
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multires_reshape_apply_base_update_mesh_coords(&reshape_context);
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multires_reshape_apply_base_refit_base_mesh(&reshape_context);
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/* Reshape to the stored final state.
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* Not that the base changed, so the subdiv is to be refined to the new positions. Unfortunately,
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* this can not be done foe entirely cheap: if there were deformation modifiers prior to the
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* multires they need to be re-evaluated for the new base mesh. */
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multires_reshape_apply_base_refine_from_deform(&reshape_context);
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multires_reshape_object_grids_to_tangent_displacement(&reshape_context);
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multires_reshape_context_free(&reshape_context);
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}
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/** \} */
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