Age | Commit message (Collapse) | Author |
|
The CPU side implementation is done on a new dedicate base ground.
The GPU side must be redone anyway.
|
|
|
|
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
|
|
|
|
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
|
|
Only affects internal API, bout could be exposed as an option for
the compatibility reasons with other software.
Is a part of some ongoing development of multires, but might or
might not be used.
|
|
|
|
Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT
|
|
Filled missing callbacks to converter.
|
|
Converter only defines topology, not coordinates or (face)varying data.
|
|
Main goal is to make API simpler to follow (at least ion terms what
is defined/declared where, as opposite of handful big headers which
includes all the declarations), and also avoid a big set of long and
obscure functions.
Now C-API files are split into smaller ones, following OpenSubdiv
behavior more closely, and also function pointers in structures
used a lot more, which shortens functions names,
UV integration part in GL Mesh is mainly stripped away, it needs
to be done differently. On a related topic, UV coordinates API in
converter needs to be removed as well, we do not need coordinates,
only island connectivity information there.
Additional changes:
- Varying interpolation in evaluator API are temporarily disabled,
need to extend API somewhere (probably, evaluator's API) to inform
layout information of vertex data (whether it contains varying
data, width, stride and such).
- Evaluator now can interpolate face-varying data.
Only works for adaptive refiner, since some issues in OpenSubdiv
itself.
Planned changes:
- Remove uv coordinates from TopologyConverter.
- Support evaluation of patches (as opposite to individual coordinates
as it happens currently).
- Support more flexible layout of varying and face-varying data.
It is stupid to assume varying is 3 floats and face-varying 2 floats.
- Support of second order derivatives.
- Everything else what i'm missing in this list.
|
|
|
|
|
|
Also renamed BKE_mesh_calc_islands_loop_poly_uv to BKE_mesh_calc_islands_loop_poly_edgeseam,
to avoid confusion...
|
|
Mainly the changes are related on establishing API to feed UV islands
to OpenSubdiv, so it will know all the connectivity information and
will be able to do proper interpolation.
Island calculation is currently rather slow, not sure how to make it
fast and not use lots of allocations.
Shouldn't be THAT bad, since this code is only runs once when creating
OSD mesh, and it's probably still faster than our orientation code.
|
|
A bit work in progress, currently the following limitations:
- Texture shading only, Material shading will come later
- No UVs subdivision yet
- Always uses active UV and currently changing active UV will
not properly update the viewport.
Well, need to start somewhere :)
|
|
Now the conversion code uses mesh element mapping to speed up lookups.
Gives really nice speed improvement here, but the cost is higher memory
usage during refiner construction.
On the dragon scene here topology refiner construction time goes down
from 5 seconds to around 0.01.
It's possible to reduce the memory footprint by allocating mapping in
stages (don't allocate all of them at once, but do it on demand only
and free them after they're not needed anymore).
|
|
Those files are still not in use (SCons will tyr to compile new CCGSubSurf files
but no code will be in use at all because those new files are fully wrapped by
ifdef WITH_OPENSUBDIV check).
|