Files
test2/source/blender/blenkernel/intern/subdiv_inline.hh
Sergey Sharybin e0154de320 Rework Bake from Multires
The main idea is to switch Bake from Multires from legacy DerivedMesh
to Subdiv. On the development side of things this change removes a lot
of code, also making it easier easier to rework CustomData and related
topics, without being pulled down by the DerivedMesh.

On the user level switch to Subdiv means:

- Much more closer handling of the multi-resolution data: the derived
  mesh code was close, but not exactly the same when it comes to the
  final look of mesh.

  Other than less obvious cases (like old DerivedMesh approach doing
  recursive subdivision instead of pushing subdivided vertices on the
  limit surface) there are more obvious ones like difference in edge
  creases, and non-supported vertex creases by the DerivedMesh.

- UV interpolation is done correctly now when baking to non-base level
  (baking to multi-resolution level >= 1).

  Previously in this case the old derived mesh interpolation was used
  to interpolate face-varying data, which gives different results from
  the OpenSubdiv interpolation.

- Ngon faces are properly supported now.

A possible remaining issue is the fact that getting normal from CCG
always uses smooth interpolation. Based on the code it always has been
the case, so while it is something to look into it might be considered
a separate topic to dig into.
2025-08-22 17:59:27 +02:00

127 lines
3.0 KiB
C++

/* SPDX-FileCopyrightText: 2018 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_assert.h"
#include "BLI_compiler_compat.h"
#include "BKE_subdiv.hh"
#include <cmath>
namespace blender::bke::subdiv {
BLI_INLINE void ptex_face_uv_to_grid_uv(const float ptex_u,
const float ptex_v,
float *r_grid_u,
float *r_grid_v)
{
*r_grid_u = 1.0f - ptex_v;
*r_grid_v = 1.0f - ptex_u;
}
BLI_INLINE float2 ptex_face_uv_to_grid_uv(const float2 &ptex_uv)
{
return float2(1.0f - ptex_uv.y, 1.0f - ptex_uv.x);
}
BLI_INLINE void grid_uv_to_ptex_face_uv(const float grid_u,
const float grid_v,
float *r_ptex_u,
float *r_ptex_v)
{
*r_ptex_u = 1.0f - grid_v;
*r_ptex_v = 1.0f - grid_u;
}
BLI_INLINE int grid_size_from_level(const int level)
{
return (1 << (level - 1)) + 1;
}
BLI_INLINE int rotate_quad_to_corner(const float quad_u,
const float quad_v,
float *r_corner_u,
float *r_corner_v)
{
int corner;
if (quad_u <= 0.5f && quad_v <= 0.5f) {
corner = 0;
*r_corner_u = 2.0f * quad_u;
*r_corner_v = 2.0f * quad_v;
}
else if (quad_u > 0.5f && quad_v <= 0.5f) {
corner = 1;
*r_corner_u = 2.0f * quad_v;
*r_corner_v = 2.0f * (1.0f - quad_u);
}
else if (quad_u > 0.5f && quad_v > 0.5f) {
corner = 2;
*r_corner_u = 2.0f * (1.0f - quad_u);
*r_corner_v = 2.0f * (1.0f - quad_v);
}
else {
BLI_assert(quad_u <= 0.5f && quad_v >= 0.5f);
corner = 3;
*r_corner_u = 2.0f * (1.0f - quad_v);
*r_corner_v = 2.0f * quad_u;
}
return corner;
}
BLI_INLINE float2 rotate_quad_to_corner(const int corner, const float2 &quad)
{
switch (corner) {
case 0:
return 2.0f * quad;
case 1:
return {2.0f * quad.y, 2.0f * (1.0f - quad.x)};
case 2:
return 2.0f * (1.0f - quad);
case 3:
default:
BLI_assert(corner == 3);
return {2.0f * (1.0f - quad.y), 2.0f * quad.x};
}
}
BLI_INLINE void rotate_grid_to_quad(
const int corner, const float grid_u, const float grid_v, float *r_quad_u, float *r_quad_v)
{
if (corner == 0) {
*r_quad_u = 0.5f - grid_v * 0.5f;
*r_quad_v = 0.5f - grid_u * 0.5f;
}
else if (corner == 1) {
*r_quad_u = 0.5f + grid_u * 0.5f;
*r_quad_v = 0.5f - grid_v * 0.5f;
}
else if (corner == 2) {
*r_quad_u = 0.5f + grid_v * 0.5f;
*r_quad_v = 0.5f + grid_u * 0.5f;
}
else {
BLI_assert(corner == 3);
*r_quad_u = 0.5f - grid_u * 0.5f;
*r_quad_v = 0.5f + grid_v * 0.5f;
}
}
BLI_INLINE float crease_to_sharpness(float crease)
{
return crease * crease * 10.0f;
}
BLI_INLINE float sharpness_to_crease(float sharpness)
{
return sqrt(sharpness * 0.1f);
}
} // namespace blender::bke::subdiv