/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2018 by Blender Foundation. * All rights reserved. * * Contributor(s): Sergey Sharybin. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __BKE_SUBDIV_H__ #define __BKE_SUBDIV_H__ #include "BLI_sys_types.h" struct Mesh; struct OpenSubdiv_Converter; struct OpenSubdiv_Evaluator; struct OpenSubdiv_TopologyRefiner; /** \file BKE_subdiv.h * \ingroup bke * \since July 2018 * \author Sergey Sharybin */ typedef enum { SUBDIV_FVAR_LINEAR_INTERPOLATION_NONE, SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_ONLY, SUBDIV_FVAR_LINEAR_INTERPOLATION_BOUNDARIES, SUBDIV_FVAR_LINEAR_INTERPOLATION_ALL, } eSubdivFVarLinearInterpolation; typedef struct SubdivSettings { bool is_simple; bool is_adaptive; int level; eSubdivFVarLinearInterpolation fvar_linear_interpolation; } SubdivSettings; typedef struct Subdiv { /* Settings this subdivision surface is created for. * * It is read-only after assignment in BKE_subdiv_new_from_FOO(). */ SubdivSettings settings; /* Total number of ptex faces on subdivision level 0. * * Ptex face is what is internally used by OpenSubdiv for evaluator. It is * a quad face, which corresponds to Blender's legacy Catmull Clark grids. * * Basically, here is a correspondence between polygons and ptex faces: * - Triangle consists of 3 PTex faces. * - Quad is a single PTex face. * - N-gon is N PTex faces. * * This value is initialized in BKE_subdiv_new_from_FOO() and is read-only * after this. */ int num_ptex_faces; /* Indexed by base face index, element indicates total number of ptex faces * created for preceding base faces. */ int *face_ptex_offset; /* Topology refiner includes all the glue logic to feed Blender side * topology to OpenSubdiv. It can be shared by both evaluator and GL mesh * drawer. */ struct OpenSubdiv_TopologyRefiner *topology_refiner; /* CPU side evaluator. */ struct OpenSubdiv_Evaluator *evaluator; } Subdiv; /* ============================== CONSTRUCTION ============================== */ Subdiv *BKE_subdiv_new_from_converter(const SubdivSettings *settings, struct OpenSubdiv_Converter *converter); Subdiv *BKE_subdiv_new_from_mesh(const SubdivSettings *settings, struct Mesh *mesh); void BKE_subdiv_free(Subdiv *subdiv); /* ============================= EVALUATION API ============================= */ void BKE_subdiv_eval_begin(Subdiv *subdiv); void BKE_subdiv_eval_update_from_mesh(Subdiv *subdiv, const struct Mesh *mesh); /* Single point queries. */ void BKE_subdiv_eval_limit_point( Subdiv *subdiv, const int ptex_face_index, const float u, const float v, float P[3]); void BKE_subdiv_eval_limit_point_and_derivatives( Subdiv *subdiv, const int ptex_face_index, const float u, const float v, float P[3], float dPdu[3], float dPdv[3]); void BKE_subdiv_eval_limit_point_and_normal( Subdiv *subdiv, const int ptex_face_index, const float u, const float v, float P[3], float N[3]); void BKE_subdiv_eval_limit_point_and_short_normal( Subdiv *subdiv, const int ptex_face_index, const float u, const float v, float P[3], short N[3]); void BKE_subdiv_eval_face_varying( Subdiv *subdiv, const int ptex_face_index, const float u, const float v, float varying[2]); /* Patch queries at given resolution. * * Will evaluate patch at uniformly distributed (u, v) coordinates on a grid * of given resolution, producing resolution^2 evaluation points. The order * goes as u in rows, v in columns. */ void BKE_subdiv_eval_limit_patch_resolution_point( Subdiv *subdiv, const int ptex_face_index, const int resolution, void *buffer, const int offset, const int stride); void BKE_subdiv_eval_limit_patch_resolution_point_and_derivatives( Subdiv *subdiv, const int ptex_face_index, const int resolution, void *point_buffer, const int point_offset, const int point_stride, void *du_buffer, const int du_offset, const int du_stride, void *dv_buffer, const int dv_offset, const int dv_stride); void BKE_subdiv_eval_limit_patch_resolution_point_and_normal( Subdiv *subdiv, const int ptex_face_index, const int resolution, void *point_buffer, const int point_offset, const int point_stride, void *normal_buffer, const int normal_offset, const int normal_stride); void BKE_subdiv_eval_limit_patch_resolution_point_and_short_normal( Subdiv *subdiv, const int ptex_face_index, const int resolution, void *point_buffer, const int point_offset, const int point_stride, void *normal_buffer, const int normal_offset, const int normal_stride); /* =========================== SUBDIV TO MESH API =========================== */ typedef struct SubdivToMeshSettings { /* Resolution at which ptex are being evaluated. * This defines how many vertices final mesh will have: every ptex has * resolution^2 vertices. */ int resolution; } SubdivToMeshSettings; /* Create real hi-res mesh from subdivision, all geometry is "real". */ struct Mesh *BKE_subdiv_to_mesh( Subdiv *subdiv, const SubdivToMeshSettings *settings, const struct Mesh *coarse_mesh); #endif /* __BKE_SUBDIV_H__ */