/* * ***** 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 ***** */ /** \file BKE_subdiv_ccg.h * \ingroup bke * \since July 2018 * \author Sergey Sharybin */ #ifndef __BKE_SUBDIV_CCG_H__ #define __BKE_SUBDIV_CCG_H__ #include "BKE_customdata.h" #include "BLI_bitmap.h" #include "BLI_sys_types.h" struct CCGElem; struct CCGKey; struct DMFlagMat; struct Mesh; struct Subdiv; typedef struct SubdivToCCGSettings { /* Resolution at which regular ptex (created for quad polygon) are being * evaluated. This defines how many vertices final mesh will have: every * regular ptex has resolution^2 vertices. Special (irregular, or ptex * crated for a corner of non-quad polygon) will have resolution of * `resolution - 1`. */ int resolution; /* Denotes which extra layers to be added to CCG elements. */ bool need_normal; bool need_mask; } SubdivToCCGSettings; /* This is actually a coarse face, which consists of multiple CCG grids. */ typedef struct SubdivCCGFace { /* Total number of grids in this face. * * This 1:1 corresponds to a number of corners (or loops) from a coarse * face. */ int num_grids; /* Index of first grid from this face in SubdivCCG->grids array. */ int start_grid_index; } SubdivCCGFace; /* Representation of subdivision surface which uses CCG grids. */ typedef struct SubdivCCG { /* This is a subdivision surface this CCG was created for. * * TODO(sergey): Make sure the whole descriptor is valid, including all the * displacement attached to the surface. */ struct Subdiv *subdiv; /* A level at which geometry was subdivided. This is what defines grid * resolution. It is NOT the topology refinement level. */ int level; /* Resolution of grid. All grids have matching resolution, and resolution * is same as ptex created for non-quad polygons. */ int grid_size; /* Grids represent limit surface, with displacement applied. Grids are * corresponding to face-corners of coarse mesh, each grid has * grid_size^2 elements. */ /* Indexed by a grid index, points to a grid data which is stored in * grids_storage. */ struct CCGElem **grids; /* Flat array of all grids' data. */ unsigned char *grids_storage; int num_grids; /* Loose edges, each array element contains grid_size elements * corresponding to vertices created by subdividing coarse edges. */ struct CCGElem **edges; int num_edges; /* Loose vertices. Every element corresponds to a loose vertex from a coarse * mesh, every coarse loose vertex corresponds to a single sundivided * element. */ struct CCGElem *vertices; int num_vertices; /* Denotes which layers present in the elements. * * Grids always has coordinates, followed by extra layers which are set to * truth here. */ bool has_normal; bool has_mask; /* Offsets of corresponding data layers in the elements. */ int normal_offset; int mask_offset; /* Faces from which grids are emitted. */ int num_faces; SubdivCCGFace *faces; /* Indexed by grid index, points to corresponding face from `faces`. */ SubdivCCGFace **grid_faces; struct DMFlagMat *grid_flag_mats; BLI_bitmap **grid_hidden; /* TODO(sergey): Consider adding some accessors to a "decoded" geometry, * to make integration with draw manager and such easy. */ /* TODO(sergey): Consider adding CD layers here, so we can draw final mesh * from grids, and have UVs and such work. */ /* Integration with sculpting. */ /* TODO(sergey): Is this really best way to go? Kind of annoying to have * such use-related flags in a more or less generic structure. */ struct { /* Corresponds to MULTIRES_COORDS_MODIFIED. */ bool coords; /* Corresponds to MULTIRES_HIDDEN_MODIFIED. */ bool hidden; } dirty; } SubdivCCG; /* Create real hi-res CCG from subdivision. * * NOTE: CCG becomes an owner of subdiv. * * TODO(sergey): Allow some user-counter or more explicit control over who owns * the Subdiv. The goal should be to allow viewport GL Mesh and CCG to share * same Subsurf without conflicts. */ struct SubdivCCG *BKE_subdiv_to_ccg( struct Subdiv *subdiv, const SubdivToCCGSettings *settings, const struct Mesh *coarse_mesh); /* Destroy CCG representation of subdivision surface. */ void BKE_subdiv_ccg_destroy(SubdivCCG *subdiv_ccg); /* Helper function, creates Mesh structure which is properly setup to use * grids. */ struct Mesh *BKE_subdiv_to_ccg_mesh( struct Subdiv *subdiv, const SubdivToCCGSettings *settings, const struct Mesh *coarse_mesh); /* Create a key for accessing grid elements at a given level. */ void BKE_subdiv_ccg_key( struct CCGKey *key, const SubdivCCG *subdiv_ccg, int level); void BKE_subdiv_ccg_key_top_level( struct CCGKey *key, const SubdivCCG *subdiv_ccg); /* Recalculate all normals based on grid element coordinates. */ void BKE_subdiv_ccg_recalc_normals(SubdivCCG *subdiv_ccg); /* Average grid coordinates and normals along the grid boundatries. */ void BKE_subdiv_ccg_average_grids(SubdivCCG *subdiv_ccg); #endif /* __BKE_SUBDIV_CCG_H__ */