Files
test/source/blender/blenkernel/BKE_subdiv_eval.h
Brecht Van Lommel 342e12d6d9 Subdiv: support interpolating orco coordinates in subdivision surfaces
This makes changes to the opensubdiv module to support additional vertex data
besides the vertex position, that is smootly interpolated the same way. This is
different than varying data which is interpolated linearly.

Fixes T96596: wrong generated texture coordinates with GPU subdivision. In that
bug lazy subdivision would not interpolate orcos.

Later on, this implementation can also be used to remove the modifier stack
mechanism where modifiers are evaluated a second time for orcos, which is messy
and inefficient. But that's a more risky change, this is just the part to fix
the bug in 3.2.

Differential Revision: https://developer.blender.org/D14973
2022-05-18 16:45:38 +02:00

101 lines
4.0 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2018 Blender Foundation. All rights reserved. */
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Mesh;
struct OpenSubdiv_EvaluatorCache;
struct OpenSubdiv_EvaluatorSettings;
struct Subdiv;
typedef enum eSubdivEvaluatorType {
SUBDIV_EVALUATOR_TYPE_CPU,
SUBDIV_EVALUATOR_TYPE_GLSL_COMPUTE,
} eSubdivEvaluatorType;
/* Returns true if evaluator is ready for use. */
bool BKE_subdiv_eval_begin(struct Subdiv *subdiv,
eSubdivEvaluatorType evaluator_type,
struct OpenSubdiv_EvaluatorCache *evaluator_cache,
const struct OpenSubdiv_EvaluatorSettings *settings);
/* coarse_vertex_cos is an optional argument which allows to override coordinates of the coarse
* mesh. */
bool BKE_subdiv_eval_begin_from_mesh(struct Subdiv *subdiv,
const struct Mesh *mesh,
const float (*coarse_vertex_cos)[3],
eSubdivEvaluatorType evaluator_type,
struct OpenSubdiv_EvaluatorCache *evaluator_cache);
bool BKE_subdiv_eval_refine_from_mesh(struct Subdiv *subdiv,
const struct Mesh *mesh,
const float (*coarse_vertex_cos)[3]);
/* Makes sure displacement evaluator is initialized.
*
* NOTE: This function must be called once before evaluating displacement or
* final surface position. */
void BKE_subdiv_eval_init_displacement(struct Subdiv *subdiv);
/* Single point queries. */
/* Evaluate point at a limit surface, with optional derivatives and normal. */
void BKE_subdiv_eval_limit_point(
struct Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
void BKE_subdiv_eval_limit_point_and_derivatives(struct Subdiv *subdiv,
int ptex_face_index,
float u,
float v,
float r_P[3],
float r_dPdu[3],
float r_dPdv[3]);
void BKE_subdiv_eval_limit_point_and_normal(
struct Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3], float r_N[3]);
/* Evaluate smoothly interpolated vertex data (such as orco). */
void BKE_subdiv_eval_vertex_data(struct Subdiv *subdiv,
const int ptex_face_index,
const float u,
const float v,
float r_vertex_data[]);
/* Evaluate face-varying layer (such as UV). */
void BKE_subdiv_eval_face_varying(struct Subdiv *subdiv,
int face_varying_channel,
int ptex_face_index,
float u,
float v,
float r_face_varying[2]);
/* NOTE: Expects derivatives to be correct.
*
* TODO(sergey): This is currently used together with
* BKE_subdiv_eval_final_point() which can easily evaluate derivatives.
* Would be nice to have displacement evaluation function which does not require
* knowing derivatives ahead of a time. */
void BKE_subdiv_eval_displacement(struct Subdiv *subdiv,
int ptex_face_index,
float u,
float v,
const float dPdu[3],
const float dPdv[3],
float r_D[3]);
/* Evaluate point on a limit surface with displacement applied to it. */
void BKE_subdiv_eval_final_point(
struct Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
#ifdef __cplusplus
}
#endif