Files
test2/source/blender/blenkernel/BKE_subdiv_eval.hh
Hans Goudey 11f0d88d13 Subdiv: Move most blenkernel subdiv code to C++ namespace
Move most code to `blender::bke::subdiv`. That helps organization
and makes using C++ in subdiv code easier, which will be useful for
removing the unnecessary opensubdiv C-API wrapper.
2024-04-19 09:03:31 -04:00

95 lines
3.3 KiB
C++

/* SPDX-FileCopyrightText: 2018 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_sys_types.h"
struct Mesh;
struct OpenSubdiv_EvaluatorCache;
struct OpenSubdiv_EvaluatorSettings;
namespace blender::bke::subdiv {
struct Subdiv;
enum eSubdivEvaluatorType {
SUBDIV_EVALUATOR_TYPE_CPU,
SUBDIV_EVALUATOR_TYPE_GPU,
};
/* Returns true if evaluator is ready for use. */
bool eval_begin(Subdiv *subdiv,
eSubdivEvaluatorType evaluator_type,
OpenSubdiv_EvaluatorCache *evaluator_cache,
const OpenSubdiv_EvaluatorSettings *settings);
/* coarse_vertex_cos is an optional argument which allows to override coordinates of the coarse
* mesh. */
bool eval_begin_from_mesh(Subdiv *subdiv,
const Mesh *mesh,
const float (*coarse_vertex_cos)[3],
eSubdivEvaluatorType evaluator_type,
OpenSubdiv_EvaluatorCache *evaluator_cache);
bool eval_refine_from_mesh(Subdiv *subdiv, const 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 eval_init_displacement(Subdiv *subdiv);
/* Single point queries. */
/* Evaluate point at a limit surface, with optional derivatives and normal. */
void eval_limit_point(Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
void eval_limit_point_and_derivatives(Subdiv *subdiv,
int ptex_face_index,
float u,
float v,
float r_P[3],
float r_dPdu[3],
float r_dPdv[3]);
void eval_limit_point_and_normal(
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 eval_vertex_data(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 eval_face_varying(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
* 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 eval_displacement(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 eval_final_point(Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
} // namespace blender::bke::subdiv