Files
test/source/blender/blenkernel/BKE_subdiv_ccg.hh
Hans Goudey 8d08701a68 Cleanup: Tweaks to SubdivCCG range utilities
Allow retrieving a face's range without a CCGKey
2024-09-11 16:08:27 -04:00

366 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2018 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include <memory>
#include "BLI_array.hh"
#include "BLI_bit_group_vector.hh"
#include "BLI_bit_span_ops.hh"
#include "BLI_index_mask_fwd.hh"
#include "BLI_offset_indices.hh"
#include "BLI_span.hh"
#include "BLI_sys_types.h"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "BKE_ccg.hh"
struct Mesh;
namespace blender::bke::subdiv {
struct Subdiv;
}
/* --------------------------------------------------------------------
* Masks.
*/
/* Functor which evaluates mask value at a given (u, v) of given ptex face. */
struct SubdivCCGMaskEvaluator {
float (*eval_mask)(SubdivCCGMaskEvaluator *mask_evaluator,
int ptex_face_index,
float u,
float v);
/* Free the data, not the evaluator itself. */
void (*free)(SubdivCCGMaskEvaluator *mask_evaluator);
void *user_data;
};
/* Return true if mesh has mask and evaluator can be used. */
bool BKE_subdiv_ccg_mask_init_from_paint(SubdivCCGMaskEvaluator *mask_evaluator, const Mesh *mesh);
/* --------------------------------------------------------------------
* SubdivCCG.
*/
struct SubdivToCCGSettings {
/* Resolution at which regular ptex (created for quad face) are being
* evaluated. This defines how many vertices final mesh will have: every
* regular ptex has resolution^2 vertices. Special (irregular, or ptex
* created for a corner of non-quad face) will have resolution of
* `resolution - 1`. */
int resolution;
/* Denotes which extra layers to be added to CCG elements. */
bool need_normal;
bool need_mask;
};
struct SubdivCCGCoord {
/* Index of the grid within SubdivCCG::grids array. */
int grid_index;
/* Coordinate within the grid. */
short x, y;
/* Returns the coordinate for the index in an array sized to contain all grid vertices (including
* duplicates). */
inline static SubdivCCGCoord from_index(const CCGKey &key, int index)
{
const int grid_index = index / key.grid_area;
const int index_in_grid = index - grid_index * key.grid_area;
SubdivCCGCoord coord{};
coord.grid_index = grid_index;
coord.x = index_in_grid % key.grid_size;
coord.y = index_in_grid / key.grid_size;
return coord;
}
/* Returns the index for the coordinate in an array sized to contain all grid vertices (including
* duplicates). */
int to_index(const CCGKey &key) const
{
return key.grid_area * this->grid_index +
CCG_grid_xy_to_index(key.grid_size, this->x, this->y);
}
};
/* Definition of an edge which is adjacent to at least one of the faces. */
struct SubdivCCGAdjacentEdge {
int num_adjacent_faces;
/* Indexed by adjacent face index, then by point index on the edge.
* points to a coordinate into the grids. */
SubdivCCGCoord **boundary_coords;
};
/* Definition of a vertex which is adjacent to at least one of the faces. */
struct SubdivCCGAdjacentVertex {
int num_adjacent_faces;
/* Indexed by adjacent face index, points to a coordinate in the grids. */
SubdivCCGCoord *corner_coords;
};
/* Representation of subdivision surface which uses CCG grids. */
struct SubdivCCG : blender::NonCopyable {
/* This is a subdivision surface this CCG was created for.
*
* TODO(sergey): Make sure the whole descriptor is valid, including all the
* displacement attached to the surface. */
blender::bke::subdiv::Subdiv *subdiv = nullptr;
/* A level at which geometry was subdivided. This is what defines grid
* resolution. It is NOT the topology refinement level. */
int level = -1;
/* Resolution of grid. All grids have matching resolution, and resolution
* is same as ptex created for non-quad faces. */
int grid_size = -1;
/** The number of vertices in each grid (grid_size ^2). */
int grid_area = -1;
/** The number of grids (face corners) in the geometry (#faces.total_size()). */
int grids_num = -1;
/**
* Positions represent limit surface, with displacement applied. The vertices in each grid are
* stored in contiguous chunks of size #grid_area in the same order.
*/
blender::Array<blender::float3> positions;
/** Vertex normals with the same indexing as #positions. */
blender::Array<blender::float3> normals;
/** Optional mask values with the same indexing as #positions. */
blender::Array<float> masks;
/* Faces from which grids are emitted. Owned by base mesh. */
blender::OffsetIndices<int> faces;
/* The face in #faces for each grid. Owned by base mesh (See #Mesh::corner_to_face_map()). */
blender::Span<int> grid_to_face_map;
/* Edges which are adjacent to faces.
* Used for faster grid stitching, at the cost of extra memory.
*/
blender::Array<SubdivCCGAdjacentEdge> adjacent_edges;
/* Vertices which are adjacent to faces
* Used for faster grid stitching, at the cost of extra memory.
*/
blender::Array<SubdivCCGAdjacentVertex> adjacent_verts;
/** Store the visibility of the items in each grid. If empty, everything is visible. */
blender::BitGroupVector<> grid_hidden;
/* TODO(sergey): Consider adding some accessors to a "decoded" geometry,
* to make integration with draw manager and such easy.
*/
/* TODO(sergey): Consider adding CD layers here, so we can draw final mesh
* from grids, and have UVs and such work.
*/
/* Integration with sculpting. */
/* TODO(sergey): Is this really best way to go? Kind of annoying to have
* such use-related flags in a more or less generic structure. */
struct {
/* Corresponds to MULTIRES_COORDS_MODIFIED. */
bool coords = false;
/* Corresponds to MULTIRES_HIDDEN_MODIFIED. */
bool hidden = false;
} dirty;
/* Cached values, are not supposed to be accessed directly. */
struct {
/* Indexed by face, indicates index of the first grid which corresponds to the face. */
blender::Array<int> start_face_grid_index;
} cache_;
~SubdivCCG();
};
/* Create CCG representation of subdivision surface.
*
* NOTE: CCG stores dense vertices in a grid-like storage. There is no edges or
* faces information's for the high-poly surface.
*
* NOTE: Subdiv is expected to be refined and ready for evaluation.
* NOTE: CCG becomes an owner of subdiv.
*
* TODO(sergey): Allow some user-counter or more explicit control over who owns
* the Subdiv. The goal should be to allow viewport GL Mesh and CCG to share
* same Subsurf without conflicts. */
std::unique_ptr<SubdivCCG> BKE_subdiv_to_ccg(blender::bke::subdiv::Subdiv &subdiv,
const SubdivToCCGSettings &settings,
const Mesh &coarse_mesh,
SubdivCCGMaskEvaluator *mask_evaluator);
/* Helper function, creates Mesh structure which is properly setup to use
* grids.
*/
Mesh *BKE_subdiv_to_ccg_mesh(blender::bke::subdiv::Subdiv &subdiv,
const SubdivToCCGSettings &settings,
const Mesh &coarse_mesh);
/* Create a key for accessing grid elements at a given level. */
CCGKey BKE_subdiv_ccg_key(const SubdivCCG &subdiv_ccg, int level);
CCGKey BKE_subdiv_ccg_key_top_level(const SubdivCCG &subdiv_ccg);
/* Recalculate all normals based on grid element coordinates. */
void BKE_subdiv_ccg_recalc_normals(SubdivCCG &subdiv_ccg);
/* Update normals of affected faces. */
void BKE_subdiv_ccg_update_normals(SubdivCCG &subdiv_ccg, const blender::IndexMask &face_mask);
/* Average grid coordinates and normals along the grid boundaries. */
void BKE_subdiv_ccg_average_grids(SubdivCCG &subdiv_ccg);
/* Similar to above, but only updates given faces. */
void BKE_subdiv_ccg_average_stitch_faces(SubdivCCG &subdiv_ccg,
const blender::IndexMask &face_mask);
/* Get geometry counters at the current subdivision level. */
void BKE_subdiv_ccg_topology_counters(const SubdivCCG &subdiv_ccg,
int &r_num_vertices,
int &r_num_edges,
int &r_num_faces,
int &r_num_loops);
struct SubdivCCGNeighbors {
blender::Vector<SubdivCCGCoord, 256> coords;
int num_duplicates;
blender::Span<SubdivCCGCoord> unique() const
{
return this->coords.as_span().drop_back(num_duplicates);
}
blender::Span<SubdivCCGCoord> duplicates() const
{
return this->coords.as_span().take_back(num_duplicates);
}
};
void BKE_subdiv_ccg_print_coord(const char *message, const SubdivCCGCoord &coord);
bool BKE_subdiv_ccg_check_coord_valid(const SubdivCCG &subdiv_ccg, const SubdivCCGCoord &coord);
/* CCG element neighbors.
*
* Neighbors are considered:
*
* - For an inner elements of a grid other elements which are sharing same row or column (4
* neighbor elements in total).
*
* - For the corner element a single neighboring element on every adjacent edge, single from
* every grid.
*
* - For the boundary element two neighbor elements on the boundary (from same grid) and one
* element inside of every neighboring grid. */
/* Get actual neighbors of the given coordinate.
*
* If include_duplicates is true, vertices in other grids that match
* the current vertex are added at the end of the coords array. */
void BKE_subdiv_ccg_neighbor_coords_get(const SubdivCCG &subdiv_ccg,
const SubdivCCGCoord &coord,
bool include_duplicates,
SubdivCCGNeighbors &r_neighbors);
inline int BKE_subdiv_ccg_grid_to_face_index(const SubdivCCG &subdiv_ccg, const int grid_index)
{
return subdiv_ccg.grid_to_face_map[grid_index];
}
void BKE_subdiv_ccg_eval_limit_point(const SubdivCCG &subdiv_ccg,
const SubdivCCGCoord &coord,
float r_point[3]);
void BKE_subdiv_ccg_eval_limit_positions(const SubdivCCG &subdiv_ccg,
const CCGKey &key,
int grid_index,
blender::MutableSpan<blender::float3> r_limit_positions);
enum SubdivCCGAdjacencyType {
SUBDIV_CCG_ADJACENT_NONE,
SUBDIV_CCG_ADJACENT_VERTEX,
SUBDIV_CCG_ADJACENT_EDGE,
};
/* Returns if a grid coordinates is adjacent to a coarse mesh edge, vertex or nothing. If it is
* adjacent to an edge, r_v1 and r_v2 will be set to the two vertices of that edge. If it is
* adjacent to a vertex, r_v1 and r_v2 will be the index of that vertex. */
SubdivCCGAdjacencyType BKE_subdiv_ccg_coarse_mesh_adjacency_info_get(
const SubdivCCG &subdiv_ccg,
const SubdivCCGCoord &coord,
blender::Span<int> corner_verts,
blender::OffsetIndices<int> faces,
int &r_v1,
int &r_v2);
/* Determines if a given grid coordinate is on a coarse mesh boundary. */
bool BKE_subdiv_ccg_coord_is_mesh_boundary(blender::OffsetIndices<int> faces,
blender::Span<int> corner_verts,
blender::BitSpan boundary_verts,
const SubdivCCG &subdiv_ccg,
SubdivCCGCoord coord);
/* Get array which is indexed by face index and contains index of a first grid of the face.
*
* The "ensure" version allocates the mapping if it's not known yet and stores it in the subdiv_ccg
* descriptor. This function is NOT safe for threading.
*
* The "get" version simply returns cached array. */
const int *BKE_subdiv_ccg_start_face_grid_index_ensure(SubdivCCG &subdiv_ccg);
const int *BKE_subdiv_ccg_start_face_grid_index_get(const SubdivCCG &subdiv_ccg);
blender::BitGroupVector<> &BKE_subdiv_ccg_grid_hidden_ensure(SubdivCCG &subdiv_ccg);
void BKE_subdiv_ccg_grid_hidden_free(SubdivCCG &subdiv_ccg);
template<typename Fn>
inline void BKE_subdiv_ccg_foreach_visible_grid_vert(const CCGKey &key,
const blender::BitGroupVector<> &grid_hidden,
const int grid,
const Fn &fn)
{
if (grid_hidden.is_empty()) {
for (const int i : blender::IndexRange(key.grid_area)) {
fn(i);
}
}
else {
blender::bits::foreach_0_index(grid_hidden[grid], fn);
}
}
namespace blender::bke::ccg {
/** Find the range of vertices in the entire geometry that are part of a single grid. */
inline IndexRange grid_range(const int grid_area, const int grid)
{
return IndexRange(grid * grid_area, grid_area);
}
inline IndexRange grid_range(const CCGKey &key, const int grid)
{
return grid_range(key.grid_area, grid);
}
/** Find the range of vertices in the entire geometry that are part of a single face. */
inline IndexRange face_range(const OffsetIndices<int> faces, const int grid_area, const int face)
{
const IndexRange corners = faces[face];
return IndexRange(corners.start() * grid_area, corners.size() * grid_area);
}
inline IndexRange face_range(const OffsetIndices<int> faces, const CCGKey &key, const int face)
{
return face_range(faces, key.grid_area, face);
}
/** Find the vertex index in the entire geometry at a specific coordinate in a specific grid. */
inline int grid_xy_to_vert(const CCGKey &key, const int grid, const int x, const int y)
{
return key.grid_area * grid + CCG_grid_xy_to_index(key.grid_size, x, y);
}
} // namespace blender::bke::ccg