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test2/source/blender/blenkernel/BKE_subdiv_ccg.hh
2025-08-24 16:19:48 +10:00

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/* 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_utility_mixins.hh"
#include "BLI_vector.hh"
#include "BKE_ccg.hh"
struct Mesh;
namespace blender::bke::subdiv {
struct Subdiv;
}
/* -------------------------------------------------------------------- */
/** \name 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);
/** \} */
/* -------------------------------------------------------------------- */
/** \name 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).
*/
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 {
/**
* Indexed by adjacent face index, then by point index on the edge.
* points to a coordinate into the grids.
*/
blender::Vector<blender::Array<SubdivCCGCoord>> boundary_coords;
};
/** Definition of a vertex which is adjacent to at least one of the faces. */
struct SubdivCCGAdjacentVertex {
/** Indexed by adjacent face index, points to a coordinate in the grids. */
blender::Vector<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.
*
* Maps from coarse edge to a directional `grid_size` * 2 map of indices to `SubdivCCGCoord`,
* indexed by OpenSubdiv base mesh edge.
*
* Used for faster grid stitching, at the cost of extra memory.
*/
blender::Array<SubdivCCGAdjacentEdge> adjacent_edges;
/**
* Vertices which are adjacent to faces.
*
* Maps from coarse vertex to `SubdivCCGCoord`, indexed by OpenSubdiv base mesh vertex.
*
* 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;
~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 = nullptr);
/**
* 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);
using SubdivCCGNeighborCoords = blender::Vector<SubdivCCGCoord, 256>;
struct SubdivCCGNeighbors {
SubdivCCGNeighborCoords 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_positions(const SubdivCCG &subdiv_ccg,
const CCGKey &key,
int grid_index,
blender::MutableSpan<blender::float3> r_limit_positions);
enum class SubdivCCGAdjacencyType : int8_t {
None,
Vertex,
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);
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
/** \} */