diff options
author | Pablo Dobarro <pablodp606@gmail.com> | 2020-04-30 16:15:19 +0300 |
---|---|---|
committer | Pablo Dobarro <pablodp606@gmail.com> | 2020-04-30 17:57:29 +0300 |
commit | 134619fabbc550afb275260b17c9c7910e7a1c53 (patch) | |
tree | d0695c31d909d040c7a6ad4308d0ea79bf40c00c /source/blender/blenkernel/intern/multires_reshape.c | |
parent | f28875a998d47d4ce49b852598c14f687fa63a55 (diff) |
Multires: Subdivide Simple and Subdivide Linear
This introduces two alternative subdivision modes that generates
displacement on the grids that look as Simple subdivisions but while
using the Catmull-Clark subdivision type in the modifier. This way,
Simple and Catmull-Clark subdivision can be combined when creating new
levels if needed, for example, to sculpt hard surface objects.
Subdivide simple smooths the sculpted data when creating a new
subdivision level. Subdivide linear also preserves the sharpness
in the sculpted data.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7415
Diffstat (limited to 'source/blender/blenkernel/intern/multires_reshape.c')
-rw-r--r-- | source/blender/blenkernel/intern/multires_reshape.c | 36 |
1 files changed, 25 insertions, 11 deletions
diff --git a/source/blender/blenkernel/intern/multires_reshape.c b/source/blender/blenkernel/intern/multires_reshape.c index 9b3242ba73a..480a1d0b2a0 100644 --- a/source/blender/blenkernel/intern/multires_reshape.c +++ b/source/blender/blenkernel/intern/multires_reshape.c @@ -28,8 +28,6 @@ #include "DNA_modifier_types.h" #include "DNA_scene_types.h" -#include "BLI_math_vector.h" - #include "BKE_customdata.h" #include "BKE_lib_id.h" #include "BKE_mesh.h" @@ -37,6 +35,8 @@ #include "BKE_modifier.h" #include "BKE_multires.h" #include "BKE_subdiv.h" +#include "BKE_subsurf.h" +#include "BLI_math_vector.h" #include "DEG_depsgraph_query.h" @@ -171,15 +171,18 @@ bool multiresModifier_reshapeFromCCG(const int tot_level, /** \name Subdivision * \{ */ -void multiresModifier_subdivide(Object *object, MultiresModifierData *mmd) +void multiresModifier_subdivide(Object *object, + MultiresModifierData *mmd, + const eMultiresSubdivideModeType mode) { const int top_level = mmd->totlvl + 1; - multiresModifier_subdivide_to_level(object, mmd, top_level); + multiresModifier_subdivide_to_level(object, mmd, top_level, mode); } void multiresModifier_subdivide_to_level(struct Object *object, struct MultiresModifierData *mmd, - const int top_level) + const int top_level, + const eMultiresSubdivideModeType mode) { if (top_level <= mmd->totlvl) { return; @@ -196,7 +199,12 @@ void multiresModifier_subdivide_to_level(struct Object *object, } if (!has_mdisps || top_level == 1) { multires_reshape_ensure_grids(coarse_mesh, top_level); - multires_set_tot_level(object, mmd, top_level); + if (ELEM(mode, MULTIRES_SUBDIVIDE_LINEAR, MULTIRES_SUBDIVIDE_SIMPLE)) { + multires_subdivide_create_tangent_displacement_linear_grids(object, mmd); + } + else { + multires_set_tot_level(object, mmd, top_level); + } return; } @@ -205,16 +213,22 @@ void multiresModifier_subdivide_to_level(struct Object *object, if (!multires_reshape_context_create_from_subdivide(&reshape_context, object, mmd, top_level)) { return; } + multires_reshape_store_original_grids(&reshape_context); multires_reshape_ensure_grids(coarse_mesh, reshape_context.top.level); multires_reshape_assign_final_coords_from_orig_mdisps(&reshape_context); - /* Free original grids which makes it so smoothing with details thinks all the details were - * added against base mesh's limit surface. This is similar behavior to as if we've done all - * displacement in sculpt mode at the old top level and then propagated to the new top level. */ - multires_reshape_free_original_grids(&reshape_context); + if (ELEM(mode, MULTIRES_SUBDIVIDE_LINEAR, MULTIRES_SUBDIVIDE_SIMPLE)) { + multires_reshape_smooth_object_grids(&reshape_context, mode); + } + else { + /* Free original grids which makes it so smoothing with details thinks all the details were + * added against base mesh's limit surface. This is similar behavior to as if we've done all + * displacement in sculpt mode at the old top level and then propagated to the new top level.*/ + multires_reshape_free_original_grids(&reshape_context); - multires_reshape_smooth_object_grids_with_details(&reshape_context); + multires_reshape_smooth_object_grids_with_details(&reshape_context); + } multires_reshape_object_grids_to_tangent_displacement(&reshape_context); multires_reshape_context_free(&reshape_context); |