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test2/source/blender/modifiers/intern/MOD_subsurf.cc

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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup modifiers
*/
#include <cstddef>
#include <cstdio>
#include <cstring>
#include "MEM_guardedalloc.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_defaults.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_context.hh"
#include "BKE_editmesh.hh"
#include "BKE_mesh.hh"
#include "BKE_scene.h"
#include "BKE_screen.hh"
#include "BKE_subdiv.hh"
#include "BKE_subdiv_ccg.hh"
#include "BKE_subdiv_deform.hh"
#include "BKE_subdiv_mesh.hh"
#include "BKE_subdiv_modifier.hh"
#include "BKE_subsurf.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "RE_engine.h"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "MOD_modifiertypes.hh"
#include "MOD_ui_common.hh"
#include "BLO_read_write.hh"
#include "intern/CCGSubSurf.h"
static void init_data(ModifierData *md)
{
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SubsurfModifierData *smd = (SubsurfModifierData *)md;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(smd, modifier));
MEMCPY_STRUCT_AFTER(smd, DNA_struct_default_get(SubsurfModifierData), modifier);
}
static void required_data_mask(ModifierData *md, CustomData_MeshMasks *r_cddata_masks)
{
SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (smd->flags & eSubsurfModifierFlag_UseCustomNormals) {
r_cddata_masks->lmask |= CD_MASK_CUSTOMLOOPNORMAL;
}
}
static bool depends_on_normals(ModifierData *md)
{
SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (smd->flags & eSubsurfModifierFlag_UseCustomNormals) {
return true;
}
return false;
}
static void copy_data(const ModifierData *md, ModifierData *target, const int flag)
{
#if 0
const SubsurfModifierData *smd = (const SubsurfModifierData *)md;
#endif
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SubsurfModifierData *tsmd = (SubsurfModifierData *)target;
BKE_modifier_copydata_generic(md, target, flag);
tsmd->emCache = tsmd->mCache = nullptr;
}
static void free_runtime_data(void *runtime_data_v)
{
if (runtime_data_v == nullptr) {
return;
}
SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)runtime_data_v;
if (runtime_data->subdiv_cpu != nullptr) {
BKE_subdiv_free(runtime_data->subdiv_cpu);
}
if (runtime_data->subdiv_gpu != nullptr) {
BKE_subdiv_free(runtime_data->subdiv_gpu);
}
MEM_freeN(runtime_data);
}
static void free_data(ModifierData *md)
{
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SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (smd->mCache) {
ccgSubSurf_free(static_cast<CCGSubSurf *>(smd->mCache));
smd->mCache = nullptr;
}
if (smd->emCache) {
ccgSubSurf_free(static_cast<CCGSubSurf *>(smd->emCache));
smd->emCache = nullptr;
}
free_runtime_data(smd->modifier.runtime);
}
static bool is_disabled(const Scene *scene, ModifierData *md, bool use_render_params)
{
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SubsurfModifierData *smd = (SubsurfModifierData *)md;
int levels = (use_render_params) ? smd->renderLevels : smd->levels;
return get_render_subsurf_level(&scene->r, levels, use_render_params != 0) == 0;
}
static int subdiv_levels_for_modifier_get(const SubsurfModifierData *smd,
const ModifierEvalContext *ctx)
{
Scene *scene = DEG_get_evaluated_scene(ctx->depsgraph);
const bool use_render_params = (ctx->flag & MOD_APPLY_RENDER);
const int requested_levels = (use_render_params) ? smd->renderLevels : smd->levels;
return get_render_subsurf_level(&scene->r, requested_levels, use_render_params);
}
/* Subdivide into fully qualified mesh. */
static void subdiv_mesh_settings_init(SubdivToMeshSettings *settings,
const SubsurfModifierData *smd,
const ModifierEvalContext *ctx)
{
const int level = subdiv_levels_for_modifier_get(smd, ctx);
settings->resolution = (1 << level) + 1;
settings->use_optimal_display = (smd->flags & eSubsurfModifierFlag_ControlEdges) &&
!(ctx->flag & MOD_APPLY_TO_BASE_MESH);
}
static Mesh *subdiv_as_mesh(SubsurfModifierData *smd,
const ModifierEvalContext *ctx,
Mesh *mesh,
Subdiv *subdiv)
{
Mesh *result = mesh;
SubdivToMeshSettings mesh_settings;
subdiv_mesh_settings_init(&mesh_settings, smd, ctx);
if (mesh_settings.resolution < 3) {
return result;
}
result = BKE_subdiv_to_mesh(subdiv, &mesh_settings, mesh);
return result;
}
/* Subdivide into CCG. */
static void subdiv_ccg_settings_init(SubdivToCCGSettings *settings,
const SubsurfModifierData *smd,
const ModifierEvalContext *ctx)
{
const int level = subdiv_levels_for_modifier_get(smd, ctx);
settings->resolution = (1 << level) + 1;
settings->need_normal = true;
settings->need_mask = false;
}
static Mesh *subdiv_as_ccg(SubsurfModifierData *smd,
const ModifierEvalContext *ctx,
Mesh *mesh,
Subdiv *subdiv)
{
Mesh *result = mesh;
SubdivToCCGSettings ccg_settings;
subdiv_ccg_settings_init(&ccg_settings, smd, ctx);
if (ccg_settings.resolution < 3) {
return result;
}
result = BKE_subdiv_to_ccg_mesh(*subdiv, ccg_settings, *mesh);
return result;
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
/* Cache settings for lazy CPU evaluation. */
static void subdiv_cache_mesh_wrapper_settings(const ModifierEvalContext *ctx,
Mesh *mesh,
SubsurfModifierData *smd,
SubsurfRuntimeData *runtime_data)
{
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
SubdivToMeshSettings mesh_settings;
subdiv_mesh_settings_init(&mesh_settings, smd, ctx);
runtime_data->has_gpu_subdiv = true;
runtime_data->resolution = mesh_settings.resolution;
runtime_data->use_optimal_display = mesh_settings.use_optimal_display;
runtime_data->use_loop_normals = (smd->flags & eSubsurfModifierFlag_UseCustomNormals);
mesh->runtime->subsurf_runtime_data = runtime_data;
}
/* Modifier itself. */
static Mesh *modify_mesh(ModifierData *md, const ModifierEvalContext *ctx, Mesh *mesh)
{
Mesh *result = mesh;
#if !defined(WITH_OPENSUBDIV)
BKE_modifier_set_error(ctx->object, md, "Disabled, built without OpenSubdiv");
return result;
#endif
SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (!BKE_subsurf_modifier_runtime_init(smd, (ctx->flag & MOD_APPLY_RENDER) != 0)) {
return result;
}
SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)smd->modifier.runtime;
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
/* Decrement the recent usage counters. */
if (runtime_data->used_cpu) {
runtime_data->used_cpu--;
}
if (runtime_data->used_gpu) {
runtime_data->used_gpu--;
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
/* Delay evaluation to the draw code if possible, provided we do not have to apply the modifier.
*/
if ((ctx->flag & MOD_APPLY_TO_BASE_MESH) == 0) {
Scene *scene = DEG_get_evaluated_scene(ctx->depsgraph);
const bool is_render_mode = (ctx->flag & MOD_APPLY_RENDER) != 0;
Fix depsgraphs sharing IDs via evaluated edit mesh The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-11 15:42:07 +01:00
/* Same check as in `DRW_mesh_batch_cache_create_requested` to keep both code coherent. The
* difference is that here we do not check for the final edit mesh pointer as it is not yet
* assigned at this stage of modifier stack evaluation. */
const bool is_editmode = (mesh->edit_mesh != nullptr);
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
const int required_mode = BKE_subsurf_modifier_eval_required_mode(is_render_mode, is_editmode);
if (BKE_subsurf_modifier_can_do_gpu_subdiv(scene, ctx->object, mesh, smd, required_mode)) {
subdiv_cache_mesh_wrapper_settings(ctx, mesh, smd, runtime_data);
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
return result;
}
}
Subdiv *subdiv = BKE_subsurf_modifier_subdiv_descriptor_ensure(runtime_data, mesh, false);
if (subdiv == nullptr) {
/* Happens on bad topology, but also on empty input mesh. */
return result;
}
const bool use_clnors = BKE_subsurf_modifier_use_custom_loop_normals(smd, mesh);
if (use_clnors) {
void *data = CustomData_add_layer(
&mesh->corner_data, CD_NORMAL, CD_CONSTRUCT, mesh->corners_num);
Mesh: Replace auto smooth with node group 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
2023-10-20 16:54:08 +02:00
memcpy(data, mesh->corner_normals().data(), mesh->corner_normals().size_in_bytes());
}
/* TODO(sergey): Decide whether we ever want to use CCG for subsurf,
* maybe when it is a last modifier in the stack? */
if (true) {
result = subdiv_as_mesh(smd, ctx, mesh, subdiv);
}
else {
result = subdiv_as_ccg(smd, ctx, mesh, subdiv);
}
if (use_clnors) {
Mesh: Replace auto smooth with node group 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
2023-10-20 16:54:08 +02:00
BKE_mesh_set_custom_normals(result,
static_cast<float(*)[3]>(CustomData_get_layer_for_write(
&result->corner_data, CD_NORMAL, result->corners_num)));
CustomData_free_layers(&result->corner_data, CD_NORMAL, result->corners_num);
}
// BKE_subdiv_stats_print(&subdiv->stats);
2023-02-11 13:19:18 +11:00
if (!ELEM(subdiv, runtime_data->subdiv_cpu, runtime_data->subdiv_gpu)) {
BKE_subdiv_free(subdiv);
}
return result;
}
static void deform_matrices(ModifierData *md,
const ModifierEvalContext *ctx,
Mesh *mesh,
blender::MutableSpan<blender::float3> positions,
blender::MutableSpan<blender::float3x3> /*matrices*/)
{
#if !defined(WITH_OPENSUBDIV)
BKE_modifier_set_error(ctx->object, md, "Disabled, built without OpenSubdiv");
return;
#endif
/* Subsurf does not require extra space mapping, keep matrices as is. */
SubsurfModifierData *smd = (SubsurfModifierData *)md;
if (!BKE_subsurf_modifier_runtime_init(smd, (ctx->flag & MOD_APPLY_RENDER) != 0)) {
return;
}
SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)smd->modifier.runtime;
Subdiv *subdiv = BKE_subsurf_modifier_subdiv_descriptor_ensure(runtime_data, mesh, false);
if (subdiv == nullptr) {
/* Happens on bad topology, but also on empty input mesh. */
return;
}
BKE_subdiv_deform_coarse_vertices(
subdiv, mesh, reinterpret_cast<float(*)[3]>(positions.data()), positions.size());
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if (!ELEM(subdiv, runtime_data->subdiv_cpu, runtime_data->subdiv_gpu)) {
BKE_subdiv_free(subdiv);
}
}
#ifdef WITH_CYCLES
static bool get_show_adaptive_options(const bContext *C, Panel *panel)
{
/* Don't show adaptive options if cycles isn't the active engine. */
const RenderEngineType *engine_type = CTX_data_engine_type(C);
if (!STREQ(engine_type->idname, "CYCLES")) {
return false;
}
/* Only show adaptive options if this is the last modifier. */
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, nullptr);
ModifierData *md = static_cast<ModifierData *>(ptr->data);
if (md->next != nullptr) {
return false;
}
/* Don't show adaptive options if regular subdivision used. */
if (!RNA_boolean_get(ptr, "use_limit_surface")) {
return false;
}
/* Don't show adaptive options if the cycles experimental feature set is disabled. */
Scene *scene = CTX_data_scene(C);
if (!BKE_scene_uses_cycles_experimental_features(scene)) {
return false;
}
return true;
}
#endif
static void panel_draw(const bContext *C, Panel *panel)
{
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
/* Only test for adaptive subdivision if built with cycles. */
bool show_adaptive_options = false;
bool ob_use_adaptive_subdivision = false;
PointerRNA cycles_ptr = {nullptr};
PointerRNA ob_cycles_ptr = {nullptr};
#ifdef WITH_CYCLES
Scene *scene = CTX_data_scene(C);
PointerRNA scene_ptr = RNA_id_pointer_create(&scene->id);
if (BKE_scene_uses_cycles(scene)) {
cycles_ptr = RNA_pointer_get(&scene_ptr, "cycles");
ob_cycles_ptr = RNA_pointer_get(&ob_ptr, "cycles");
if (!RNA_pointer_is_null(&ob_cycles_ptr)) {
ob_use_adaptive_subdivision = RNA_boolean_get(&ob_cycles_ptr, "use_adaptive_subdivision");
show_adaptive_options = get_show_adaptive_options(C, panel);
}
}
#else
UNUSED_VARS(C);
#endif
uiItemR(layout, ptr, "subdivision_type", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
uiLayoutSetPropSep(layout, true);
if (show_adaptive_options) {
uiItemR(layout,
&ob_cycles_ptr,
"use_adaptive_subdivision",
UI_ITEM_NONE,
IFACE_("Adaptive Subdivision"),
ICON_NONE);
}
if (ob_use_adaptive_subdivision && show_adaptive_options) {
uiItemR(layout, &ob_cycles_ptr, "dicing_rate", UI_ITEM_NONE, nullptr, ICON_NONE);
float render = std::max(RNA_float_get(&cycles_ptr, "dicing_rate") *
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RNA_float_get(&ob_cycles_ptr, "dicing_rate"),
0.1f);
float preview = std::max(RNA_float_get(&cycles_ptr, "preview_dicing_rate") *
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RNA_float_get(&ob_cycles_ptr, "dicing_rate"),
0.1f);
char output[256];
SNPRINTF(output, RPT_("Final Scale: Render %.2f px, Viewport %.2f px"), render, preview);
uiItemL(layout, output, ICON_NONE);
uiItemS(layout);
uiItemR(layout, ptr, "levels", UI_ITEM_NONE, IFACE_("Levels Viewport"), ICON_NONE);
}
else {
uiLayout *col = uiLayoutColumn(layout, true);
uiItemR(col, ptr, "levels", UI_ITEM_NONE, IFACE_("Levels Viewport"), ICON_NONE);
uiItemR(col, ptr, "render_levels", UI_ITEM_NONE, IFACE_("Render"), ICON_NONE);
}
uiItemR(layout, ptr, "show_only_control_edges", UI_ITEM_NONE, nullptr, ICON_NONE);
Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
SubsurfModifierData *smd = static_cast<SubsurfModifierData *>(ptr->data);
Object *ob = static_cast<Object *>(ob_ptr.data);
const Mesh *mesh = static_cast<const Mesh *>(ob->data);
if (BKE_subsurf_modifier_force_disable_gpu_evaluation_for_mesh(smd, mesh)) {
uiItemL(layout, "Autosmooth or custom normals detected, disabling GPU subdivision", ICON_INFO);
}
else if (Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob)) {
if (ModifierData *md_eval = BKE_modifiers_findby_name(ob_eval, smd->modifier.name)) {
if (md_eval->type == eModifierType_Subsurf) {
SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)md_eval->runtime;
if (runtime_data && runtime_data->used_gpu) {
if (runtime_data->used_cpu) {
uiItemL(layout, "Using both CPU and GPU subdivision", ICON_INFO);
}
}
}
}
}
modifier_panel_end(layout, ptr);
}
static void advanced_panel_draw(const bContext *C, Panel *panel)
{
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
bool ob_use_adaptive_subdivision = false;
bool show_adaptive_options = false;
#ifdef WITH_CYCLES
Scene *scene = CTX_data_scene(C);
if (BKE_scene_uses_cycles(scene)) {
PointerRNA ob_cycles_ptr = RNA_pointer_get(&ob_ptr, "cycles");
if (!RNA_pointer_is_null(&ob_cycles_ptr)) {
ob_use_adaptive_subdivision = RNA_boolean_get(&ob_cycles_ptr, "use_adaptive_subdivision");
show_adaptive_options = get_show_adaptive_options(C, panel);
}
}
#else
UNUSED_VARS(C);
#endif
uiLayoutSetPropSep(layout, true);
uiLayoutSetActive(layout, !(show_adaptive_options && ob_use_adaptive_subdivision));
uiItemR(layout, ptr, "use_limit_surface", UI_ITEM_NONE, nullptr, ICON_NONE);
uiLayout *col = uiLayoutColumn(layout, true);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_limit_surface"));
uiItemR(col, ptr, "quality", UI_ITEM_NONE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "uv_smooth", UI_ITEM_NONE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "boundary_smooth", UI_ITEM_NONE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "use_creases", UI_ITEM_NONE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "use_custom_normals", UI_ITEM_NONE, nullptr, ICON_NONE);
}
static void panel_register(ARegionType *region_type)
{
PanelType *panel_type = modifier_panel_register(region_type, eModifierType_Subsurf, panel_draw);
modifier_subpanel_register(
region_type, "advanced", "Advanced", nullptr, advanced_panel_draw, panel_type);
}
static void blend_read(BlendDataReader * /*reader*/, ModifierData *md)
{
SubsurfModifierData *smd = (SubsurfModifierData *)md;
smd->emCache = smd->mCache = nullptr;
}
ModifierTypeInfo modifierType_Subsurf = {
/*idname*/ "Subdivision",
/*name*/ N_("Subdivision"),
/*struct_name*/ "SubsurfModifierData",
/*struct_size*/ sizeof(SubsurfModifierData),
/*srna*/ &RNA_SubsurfModifier,
/*type*/ ModifierTypeType::Constructive,
/*flags*/ eModifierTypeFlag_AcceptsMesh | eModifierTypeFlag_SupportsMapping |
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eModifierTypeFlag_SupportsEditmode | eModifierTypeFlag_EnableInEditmode |
eModifierTypeFlag_AcceptsCVs,
/*icon*/ ICON_MOD_SUBSURF,
/*copy_data*/ copy_data,
/*deform_verts*/ nullptr,
/*deform_matrices*/ deform_matrices,
/*deform_verts_EM*/ nullptr,
/*deform_matrices_EM*/ nullptr,
/*modify_mesh*/ modify_mesh,
/*modify_geometry_set*/ nullptr,
/*init_data*/ init_data,
/*required_data_mask*/ required_data_mask,
/*free_data*/ free_data,
/*is_disabled*/ is_disabled,
/*update_depsgraph*/ nullptr,
/*depends_on_time*/ nullptr,
/*depends_on_normals*/ depends_on_normals,
/*foreach_ID_link*/ nullptr,
/*foreach_tex_link*/ nullptr,
/*free_runtime_data*/ free_runtime_data,
/*panel_register*/ panel_register,
/*blend_write*/ nullptr,
/*blend_read*/ blend_read,
/*foreach_cache*/ nullptr,
};