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authorClément Foucault <foucault.clem@gmail.com>2022-01-26 23:57:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-01-27 00:03:58 +0300
commit4226c484bdbe7336f1221094916fcdfb12850034 (patch)
tree33428e72be40105c222ca77935ee1554b702facc /source/blender/blenkernel/intern/mesh_wrapper.c
parent55a6a8900aec81e94f4d82401d6051e3b5507c0e (diff)
parentaf87b6d8cb75d9d625378dee25d726a0d55f75c6 (diff)
Merge branch 'draw-viewport-data' into eevee-rewrite
# Conflicts: # release/scripts/startup/bl_ui/properties_data_camera.py # source/blender/blenkernel/BKE_camera.h # source/blender/blenkernel/BKE_node.h # source/blender/blenkernel/intern/camera.c # source/blender/blenlib/BLI_float2.hh # source/blender/blenlib/BLI_float3.hh # source/blender/blenlib/BLI_float4.hh # source/blender/blenlib/BLI_math_geom.h # source/blender/blenlib/intern/math_geom.c # source/blender/draw/CMakeLists.txt # source/blender/draw/engines/basic/basic_engine.c # source/blender/draw/engines/eevee/eevee_cryptomatte.c # source/blender/draw/engines/eevee/eevee_effects.c # source/blender/draw/engines/eevee/eevee_engine.c # source/blender/draw/engines/eevee/eevee_lightcache.c # source/blender/draw/engines/eevee/eevee_lightcache.h # source/blender/draw/engines/eevee/eevee_lightprobes.c # source/blender/draw/engines/eevee/eevee_lights.c # source/blender/draw/engines/eevee/eevee_materials.c # source/blender/draw/engines/eevee/eevee_motion_blur.c # source/blender/draw/engines/eevee/eevee_occlusion.c # source/blender/draw/engines/eevee/eevee_private.h # source/blender/draw/engines/eevee/eevee_render.c # source/blender/draw/engines/eevee/eevee_renderpasses.c # source/blender/draw/engines/eevee/eevee_sampling.c # source/blender/draw/engines/eevee/eevee_screen_raytrace.c # source/blender/draw/engines/eevee/eevee_shaders.c # source/blender/draw/engines/eevee/eevee_shadows.c # source/blender/draw/engines/eevee/eevee_shadows_cube.c # source/blender/draw/engines/eevee/eevee_temporal_sampling.c # source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl # source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl # source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl # source/blender/draw/engines/eevee/shaders/random_lib.glsl # source/blender/draw/engines/eevee/shaders/shadow_vert.glsl # source/blender/draw/engines/eevee/shaders/surface_lib.glsl # source/blender/draw/engines/eevee/shaders/surface_vert.glsl # source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl # source/blender/draw/engines/external/external_engine.c # source/blender/draw/engines/gpencil/gpencil_engine.c # source/blender/draw/engines/image/image_engine.c # source/blender/draw/engines/overlay/overlay_engine.c # source/blender/draw/engines/select/select_engine.c # source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl # source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl # source/blender/draw/engines/workbench/workbench_engine.c # source/blender/draw/engines/workbench/workbench_shader.c # source/blender/draw/intern/DRW_render.h # source/blender/draw/intern/draw_debug.h # source/blender/draw/intern/draw_manager_data.c # source/blender/draw/intern/draw_manager_exec.c # source/blender/draw/intern/draw_view_data.h # source/blender/gpu/CMakeLists.txt # source/blender/gpu/GPU_material.h # source/blender/gpu/GPU_shader.h # source/blender/gpu/GPU_state.h # source/blender/gpu/GPU_vertex_buffer.h # source/blender/gpu/intern/gpu_codegen.c # source/blender/gpu/intern/gpu_material.c # source/blender/gpu/intern/gpu_material_library.h # source/blender/gpu/intern/gpu_node_graph.c # source/blender/gpu/intern/gpu_texture_private.hh # source/blender/gpu/intern/gpu_vertex_buffer.cc # source/blender/gpu/opengl/gl_shader.cc # source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl # source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl # source/blender/nodes/shader/node_shader_tree.cc # source/blender/nodes/shader/nodes/node_shader_background.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c # source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c # source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc # source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc # source/blender/nodes/shader/nodes/node_shader_emission.cc # source/blender/nodes/shader/nodes/node_shader_holdout.cc # source/blender/nodes/shader/nodes/node_shader_output_material.cc # source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c # source/blender/nodes/shader/nodes/node_shader_tex_coord.cc # source/blender/nodes/shader/nodes/node_shader_vector_transform.cc # source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc # source/blender/nodes/shader/nodes/node_shader_volume_principled.cc # source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc # source/blender/render/RE_pipeline.h # source/blender/render/intern/initrender.c
Diffstat (limited to 'source/blender/blenkernel/intern/mesh_wrapper.c')
-rw-r--r--source/blender/blenkernel/intern/mesh_wrapper.c91
1 files changed, 88 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/mesh_wrapper.c b/source/blender/blenkernel/intern/mesh_wrapper.c
index bc1ffeb8cf4..d1f15cf9007 100644
--- a/source/blender/blenkernel/intern/mesh_wrapper.c
+++ b/source/blender/blenkernel/intern/mesh_wrapper.c
@@ -36,6 +36,7 @@
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "BLI_ghash.h"
@@ -50,8 +51,14 @@
#include "BKE_mesh.h"
#include "BKE_mesh_runtime.h"
#include "BKE_mesh_wrapper.h"
+#include "BKE_modifier.h"
+#include "BKE_object.h"
+#include "BKE_subdiv.h"
+#include "BKE_subdiv_mesh.h"
+#include "BKE_subdiv_modifier.h"
#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
Mesh *BKE_mesh_wrapper_from_editmesh_with_coords(BMEditMesh *em,
const CustomData_MeshMasks *cd_mask_extra,
@@ -106,7 +113,8 @@ static void mesh_wrapper_ensure_mdata_isolated(void *userdata)
me->runtime.wrapper_type = ME_WRAPPER_TYPE_MDATA;
switch (geom_type_orig) {
- case ME_WRAPPER_TYPE_MDATA: {
+ case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD: {
break; /* Quiet warning. */
}
case ME_WRAPPER_TYPE_BMESH: {
@@ -157,6 +165,7 @@ bool BKE_mesh_wrapper_minmax(const Mesh *me, float min[3], float max[3])
case ME_WRAPPER_TYPE_BMESH:
return BKE_editmesh_cache_calc_minmax(me->edit_mesh, me->runtime.edit_data, min, max);
case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD:
return BKE_mesh_minmax(me, min, max);
}
BLI_assert_unreachable();
@@ -191,7 +200,8 @@ void BKE_mesh_wrapper_vert_coords_copy(const Mesh *me,
}
return;
}
- case ME_WRAPPER_TYPE_MDATA: {
+ case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD: {
BLI_assert(vert_coords_len <= me->totvert);
const MVert *mvert = me->mvert;
for (int i = 0; i < vert_coords_len; i++) {
@@ -228,7 +238,8 @@ void BKE_mesh_wrapper_vert_coords_copy_with_mat4(const Mesh *me,
}
return;
}
- case ME_WRAPPER_TYPE_MDATA: {
+ case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD: {
BLI_assert(vert_coords_len == me->totvert);
const MVert *mvert = me->mvert;
for (int i = 0; i < vert_coords_len; i++) {
@@ -252,6 +263,7 @@ int BKE_mesh_wrapper_vert_len(const Mesh *me)
case ME_WRAPPER_TYPE_BMESH:
return me->edit_mesh->bm->totvert;
case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD:
return me->totvert;
}
BLI_assert_unreachable();
@@ -264,6 +276,7 @@ int BKE_mesh_wrapper_edge_len(const Mesh *me)
case ME_WRAPPER_TYPE_BMESH:
return me->edit_mesh->bm->totedge;
case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD:
return me->totedge;
}
BLI_assert_unreachable();
@@ -276,6 +289,7 @@ int BKE_mesh_wrapper_loop_len(const Mesh *me)
case ME_WRAPPER_TYPE_BMESH:
return me->edit_mesh->bm->totloop;
case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD:
return me->totloop;
}
BLI_assert_unreachable();
@@ -288,6 +302,7 @@ int BKE_mesh_wrapper_poly_len(const Mesh *me)
case ME_WRAPPER_TYPE_BMESH:
return me->edit_mesh->bm->totface;
case ME_WRAPPER_TYPE_MDATA:
+ case ME_WRAPPER_TYPE_SUBD:
return me->totpoly;
}
BLI_assert_unreachable();
@@ -295,3 +310,73 @@ int BKE_mesh_wrapper_poly_len(const Mesh *me)
}
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name CPU Subdivision Evaluation
+ * \{ */
+
+Mesh *BKE_mesh_wrapper_ensure_subdivision(const Object *ob, Mesh *me)
+{
+ ThreadMutex *mesh_eval_mutex = (ThreadMutex *)me->runtime.eval_mutex;
+ BLI_mutex_lock(mesh_eval_mutex);
+
+ if (me->runtime.wrapper_type == ME_WRAPPER_TYPE_SUBD) {
+ BLI_mutex_unlock(mesh_eval_mutex);
+ return me->runtime.mesh_eval;
+ }
+
+ SubsurfModifierData *smd = BKE_object_get_last_subsurf_modifier(ob);
+ if (!smd) {
+ BLI_mutex_unlock(mesh_eval_mutex);
+ return me;
+ }
+
+ /* Initialize the settings before ensuring the descriptor as this is checked to decide whether
+ * subdivision is needed at all, and checking the descriptor status might involve checking if the
+ * data is out-of-date, which is a very expensive operation. */
+ SubdivToMeshSettings mesh_settings;
+ mesh_settings.resolution = me->runtime.subsurf_resolution;
+ mesh_settings.use_optimal_display = me->runtime.subsurf_use_optimal_display;
+
+ if (mesh_settings.resolution < 3) {
+ BLI_mutex_unlock(mesh_eval_mutex);
+ return me;
+ }
+
+ const bool apply_render = me->runtime.subsurf_apply_render;
+
+ SubdivSettings subdiv_settings;
+ BKE_subsurf_modifier_subdiv_settings_init(&subdiv_settings, smd, apply_render);
+ if (subdiv_settings.level == 0) {
+ BLI_mutex_unlock(mesh_eval_mutex);
+ return me;
+ }
+
+ SubsurfRuntimeData *runtime_data = BKE_subsurf_modifier_ensure_runtime(smd);
+
+ Subdiv *subdiv = BKE_subsurf_modifier_subdiv_descriptor_ensure(smd, &subdiv_settings, me, false);
+ if (subdiv == NULL) {
+ /* Happens on bad topology, but also on empty input mesh. */
+ BLI_mutex_unlock(mesh_eval_mutex);
+ return me;
+ }
+
+ Mesh *subdiv_mesh = BKE_subdiv_to_mesh(subdiv, &mesh_settings, me);
+
+ if (subdiv != runtime_data->subdiv) {
+ BKE_subdiv_free(subdiv);
+ }
+
+ if (subdiv_mesh != me) {
+ if (me->runtime.mesh_eval != NULL) {
+ BKE_id_free(NULL, me->runtime.mesh_eval);
+ }
+ me->runtime.mesh_eval = subdiv_mesh;
+ me->runtime.wrapper_type = ME_WRAPPER_TYPE_SUBD;
+ }
+
+ BLI_mutex_unlock(mesh_eval_mutex);
+ return me->runtime.mesh_eval;
+}
+
+/** \} */