Design task: #93551 This PR replaces the auto smooth option with a geometry nodes modifier that sets the sharp edge attribute. This solves a fair number of long- standing problems related to auto smooth, simplifies the process of normal computation, and allows Blender to automatically choose between face, vertex, and face corner normals based on the sharp edge and face attributes. Versioning adds a geometry node group to objects with meshes that had auto-smooth enabled. The modifier can be applied, which also improves performance. Auto smooth is now unnecessary to get a combination of sharp and smooth edges. In general workflows are changed a bit. Separate procedural and destructive workflows are available. Custom normals can be used immediately without turning on the removed auto smooth option. **Procedural** The node group asset "Smooth by Angle" is the main way to set sharp normals based on the edge angle. It can be accessed directly in the add modifier menu. Of course the modifier can be reordered, muted, or applied like any other, or changed internally like any geometry nodes modifier. **Destructive** Often the sharp edges don't need to be dynamic. This can give better performance since edge angles don't need to be recalculated. In edit mode the two operators "Select Sharp Edges" and "Mark Sharp" can be used. In other modes, the "Shade Smooth by Angle" controls the edge sharpness directly. ### Breaking API Changes - `use_auto_smooth` is removed. Face corner normals are now used automatically if there are mixed smooth vs. not smooth tags. Meshes now always use custom normals if they exist. - In Cycles, the lack of the separate auto smooth state makes normals look triangulated when all faces are shaded smooth. - `auto_smooth_angle` is removed. Replaced by a modifier (or operator) controlling the sharp edge attribute. This means the mesh itself (without an object) doesn't know anything about automatically smoothing by angle anymore. - `create_normals_split`, `calc_normals_split`, and `free_normals_split` are removed, and are replaced by the simpler `Mesh.corner_normals` collection property. Since it gives access to the normals cache, it is automatically updated when relevant data changes. Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609 ### Tests - `geo_node_curves_test_deform_curves_on_surface` has slightly different results because face corner normals are used instead of interpolated vertex normals. - `bf_wavefront_obj_tests` has different export results for one file which mixed sharp and smooth faces without turning on auto smooth. - `cycles_mesh_cpu` has one object which is completely flat shaded. Previously every edge was split before rendering, now it looks triangulated. Pull Request: https://projects.blender.org/blender/blender/pulls/108014
103 lines
3.4 KiB
C++
103 lines
3.4 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#pragma once
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#include "BKE_subdiv.hh"
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#include "BLI_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Hardcoded for until GPU shaders are automatically generated, then we will have a more
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* programmatic way of detecting this. */
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#define MAX_GPU_SUBDIV_SSBOS 12
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struct Mesh;
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struct Object;
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struct Scene;
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struct Subdiv;
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struct SubdivSettings;
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struct SubsurfModifierData;
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/* Runtime subsurf modifier data, cached in modifier on evaluated meshes. */
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struct SubsurfRuntimeData {
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/* Subdivision settings, exists before descriptor or mesh wrapper is created. */
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SubdivSettings settings;
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/* Cached subdivision surface descriptor, with topology and settings. */
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Subdiv *subdiv_cpu;
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Subdiv *subdiv_gpu;
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/* Recent usage markers for UI diagnostics. To avoid UI flicker due to races
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* between evaluation and UI redraw, they are set to 2 when an evaluator is used,
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* and count down every frame. */
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char used_cpu, used_gpu;
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/* Cached mesh wrapper data, to be used for GPU subdiv or lazy evaluation on CPU. */
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bool has_gpu_subdiv;
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int resolution;
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bool use_optimal_display;
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bool use_loop_normals;
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/* Cached from the draw code for stats display. */
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int stats_totvert;
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int stats_totedge;
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int stats_faces_num;
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int stats_totloop;
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};
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SubdivSettings BKE_subsurf_modifier_settings_init(const SubsurfModifierData *smd,
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bool use_render_params);
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bool BKE_subsurf_modifier_runtime_init(SubsurfModifierData *smd, bool use_render_params);
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bool BKE_subsurf_modifier_use_custom_loop_normals(const SubsurfModifierData *smd,
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const Mesh *mesh);
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/**
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* Return true if GPU subdivision evaluation is disabled by force due to incompatible mesh or
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* modifier settings. This will only return true if GPU subdivision is enabled in the preferences
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* and supported by the GPU. It is mainly useful for showing UI messages.
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*/
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bool BKE_subsurf_modifier_force_disable_gpu_evaluation_for_mesh(const SubsurfModifierData *smd,
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const Mesh *mesh);
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/**
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* \param skip_check_is_last: When true, we assume that the modifier passed is the last enabled
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* modifier in the stack.
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*/
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bool BKE_subsurf_modifier_can_do_gpu_subdiv(const Scene *scene,
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const Object *ob,
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const Mesh *mesh,
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const SubsurfModifierData *smd,
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int required_mode);
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bool BKE_subsurf_modifier_has_gpu_subdiv(const Mesh *mesh);
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extern void (*BKE_subsurf_modifier_free_gpu_cache_cb)(Subdiv *subdiv);
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/**
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* Main goal of this function is to give usable subdivision surface descriptor
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* which matches settings and topology.
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*/
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Subdiv *BKE_subsurf_modifier_subdiv_descriptor_ensure(SubsurfRuntimeData *runtime_data,
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const Mesh *mesh,
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bool for_draw_code);
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/**
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* Return the #ModifierMode required for the evaluation of the subsurf modifier,
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* which should be used to check if the modifier is enabled.
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*/
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int BKE_subsurf_modifier_eval_required_mode(bool is_final_render, bool is_edit_mode);
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#ifdef __cplusplus
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}
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#endif
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