Files
test/source/blender/blenkernel/BKE_multires.hh
Sergey Sharybin e0154de320 Rework Bake from Multires
The main idea is to switch Bake from Multires from legacy DerivedMesh
to Subdiv. On the development side of things this change removes a lot
of code, also making it easier easier to rework CustomData and related
topics, without being pulled down by the DerivedMesh.

On the user level switch to Subdiv means:

- Much more closer handling of the multi-resolution data: the derived
  mesh code was close, but not exactly the same when it comes to the
  final look of mesh.

  Other than less obvious cases (like old DerivedMesh approach doing
  recursive subdivision instead of pushing subdivided vertices on the
  limit surface) there are more obvious ones like difference in edge
  creases, and non-supported vertex creases by the DerivedMesh.

- UV interpolation is done correctly now when baking to non-base level
  (baking to multi-resolution level >= 1).

  Previously in this case the old derived mesh interpolation was used
  to interpolate face-varying data, which gives different results from
  the OpenSubdiv interpolation.

- Ngon faces are properly supported now.

A possible remaining issue is the fact that getting normal from CCG
always uses smooth interpolation. Based on the code it always has been
the case, so while it is something to look into it might be considered
a separate topic to dig into.
2025-08-22 17:59:27 +02:00

210 lines
7.8 KiB
C++

/* SPDX-FileCopyrightText: 2007 by Nicholas Bishop. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_array.hh"
#include "BLI_math_matrix_types.hh"
#include "BLI_utildefines.h"
struct Depsgraph;
struct MDisps;
struct Mesh;
struct ModifierData;
struct MultiresModifierData;
struct Object;
struct Scene;
struct SubdivCCG;
namespace blender::bke::subdiv {
struct Settings;
struct ToMeshSettings;
} // namespace blender::bke::subdiv
enum MultiresModifiedFlags {
/* indicates the grids have been sculpted on, so MDisps
* have to be updated */
MULTIRES_COORDS_MODIFIED = 1,
/* indicates elements have been hidden or unhidden */
MULTIRES_HIDDEN_MODIFIED = 2,
};
/**
* Delete mesh mdisps and grid paint masks.
*/
void multires_customdata_delete(Mesh *mesh);
void multires_set_tot_level(Object *ob, MultiresModifierData *mmd, int lvl);
void multires_mark_as_modified(Depsgraph *depsgraph, Object *object, MultiresModifiedFlags flags);
void multires_flush_sculpt_updates(Object *object);
void multires_force_sculpt_rebuild(Object *object);
void multires_force_external_reload(Object *object);
/**
* Reset the multi-res levels to match the number of mdisps.
*/
void multiresModifier_set_levels_from_disps(MultiresModifierData *mmd, Object *ob);
enum class MultiresFlags : uint8_t {
UseLocalMMD = 1,
UseRenderParams = 2,
AllocPaintMask = 4,
IgnoreSimplify = 8,
};
ENUM_OPERATORS(MultiresFlags, MultiresFlags::IgnoreSimplify);
MultiresModifierData *find_multires_modifier_before(Scene *scene, ModifierData *lastmd);
/**
* used for applying scale on mdisps layer and syncing subdivide levels when joining objects.
* \param use_first: return first multi-res modifier if all multi-res'es are disabled.
*/
MultiresModifierData *get_multires_modifier(Scene *scene, Object *ob, bool use_first);
int multires_get_level(const Scene *scene,
const Object *ob,
const MultiresModifierData *mmd,
bool render,
bool ignore_simplify);
/**
* Creates mesh with multi-res modifier applied on current object's deform mesh.
*/
Mesh *BKE_multires_create_mesh(Depsgraph *depsgraph, Object *object, MultiresModifierData *mmd);
/**
* Get coordinates of a deformed base mesh which is an input to the given multi-res modifier.
* \note The modifiers will be re-evaluated.
*/
blender::Array<blender::float3> BKE_multires_create_deformed_base_mesh_vert_coords(
Depsgraph *depsgraph, Object *object, MultiresModifierData *mmd);
/**
* \param direction: 1 for delete higher, 0 for lower (not implemented yet).
*/
void multiresModifier_del_levels(MultiresModifierData *mmd,
Scene *scene,
Object *object,
int direction);
void multiresModifier_base_apply(Depsgraph *depsgraph, Object *object, MultiresModifierData *mmd);
int multiresModifier_rebuild_subdiv(Depsgraph *depsgraph,
Object *object,
MultiresModifierData *mmd,
int rebuild_limit,
bool switch_view_to_lower_level);
/**
* If `ob_src` and `ob_dst` both have multi-res modifiers,
* synchronize them such that `ob_dst` has the same total number of levels as `ob_src`.
*/
void multiresModifier_sync_levels_ex(Object *ob_dst,
const MultiresModifierData *mmd_src,
MultiresModifierData *mmd_dst);
void multires_stitch_grids(Object *);
void multiresModifier_scale_disp(Depsgraph *depsgraph, Scene *scene, Object *ob);
void multiresModifier_prepare_join(Depsgraph *depsgraph, Scene *scene, Object *ob, Object *to_ob);
int multires_mdisp_corners(const MDisps *s);
/**
* Update multi-res data after topology changing.
*/
void multires_topology_changed(Mesh *mesh);
/**
* Makes sure data from an external file is fully read.
*
* Since the multi-res data files only contain displacement vectors without knowledge about
* subdivision level some extra work is needed. Namely make is to all displacement grids have
* proper level and number of displacement vectors set.
*/
void multires_ensure_external_read(Mesh *mesh, int top_level);
void multiresModifier_ensure_external_read(Mesh *mesh, const MultiresModifierData *mmd);
/**** interpolation stuff ****/
/* Adapted from `sculptmode.c` */
void old_mdisps_bilinear(float out[3], float (*disps)[3], int st, float u, float v);
/* Reshaping, define in multires_reshape.cc */
/**
* Returns truth on success, false otherwise.
*
* This function might fail in cases like source and destination not having
* matched amount of vertices.
*/
bool multiresModifier_reshapeFromObject(Depsgraph *depsgraph,
MultiresModifierData *mmd,
Object *dst,
Object *src);
bool multiresModifier_reshapeFromDeformModifier(Depsgraph *depsgraph,
Object *ob,
MultiresModifierData *mmd,
ModifierData *deform_md);
bool multiresModifier_reshapeFromCCG(int tot_level, Mesh *coarse_mesh, SubdivCCG *subdiv_ccg);
/* Subdivide multi-res displacement once. */
enum class MultiresSubdivideModeType : int8_t {
CatmullClark,
Simple,
Linear,
};
void multiresModifier_subdivide(Object *object,
MultiresModifierData *mmd,
MultiresSubdivideModeType mode);
void multires_subdivide_create_tangent_displacement_linear_grids(Object *object,
MultiresModifierData *mmd);
/**
* Subdivide displacement to the given level.
* If level is lower than the current top level nothing happens.
*/
void multiresModifier_subdivide_to_level(Object *object,
MultiresModifierData *mmd,
int top_level,
MultiresSubdivideModeType mode);
/* Subdivision integration, defined in multires_subdiv.cc */
void BKE_multires_subdiv_settings_init(blender::bke::subdiv::Settings *settings,
const MultiresModifierData *mmd);
/* TODO(sergey): Replace this set of boolean flags with bitmask. */
void BKE_multires_subdiv_mesh_settings_init(blender::bke::subdiv::ToMeshSettings *mesh_settings,
const Scene *scene,
const Object *object,
const MultiresModifierData *mmd,
bool use_render_params,
bool ignore_simplify,
bool ignore_control_edges);
/* General helpers. */
/**
* For a given partial derivatives of a PTEX face get tangent matrix for displacement.
*
* Corner needs to be known to properly "rotate" partial derivatives when the
* matrix is being constructed for quad. For non-quad the corner is to be set to 0.
*/
BLI_INLINE void BKE_multires_construct_tangent_matrix(blender::float3x3 &tangent_matrix,
const blender::float3 &dPdu,
const blender::float3 &dPdv,
int corner);
/* Versioning. */
/**
* Convert displacement which is stored for simply-subdivided mesh to a Catmull-Clark
* subdivided mesh.
*/
void multires_do_versions_simple_to_catmull_clark(Object *object, MultiresModifierData *mmd);
#include "intern/multires_inline.hh" // IWYU pragma: export