blender/intern/cycles/subd/dice.cpp
Campbell Barton 5b9740c913 Cleanup: use braces for sources in intern/
Omitted intern/itasc as some of these sources are from KDL:
https://www.orocos.org/kdl.html
2023-09-17 09:05:40 +10:00

276 lines
7.0 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "scene/camera.h"
#include "scene/mesh.h"
#include "subd/dice.h"
#include "subd/patch.h"
CCL_NAMESPACE_BEGIN
/* EdgeDice Base */
EdgeDice::EdgeDice(const SubdParams &params_) : params(params_)
{
mesh_P = NULL;
mesh_N = NULL;
vert_offset = 0;
params.mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
if (params.ptex) {
params.mesh->attributes.add(ATTR_STD_PTEX_UV);
params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
}
}
void EdgeDice::reserve(int num_verts, int num_triangles)
{
Mesh *mesh = params.mesh;
vert_offset = mesh->get_verts().size();
tri_offset = mesh->num_triangles();
mesh->resize_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles());
mesh->reserve_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles() + num_triangles);
Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
mesh_P = mesh->verts.data() + vert_offset;
mesh_N = attr_vN->data_float3() + vert_offset;
params.mesh->num_subd_verts += num_verts;
}
void EdgeDice::set_vert(Patch *patch, int index, float2 uv)
{
float3 P, N;
patch->eval(&P, NULL, NULL, &N, uv.x, uv.y);
assert(index < params.mesh->verts.size());
mesh_P[index] = P;
mesh_N[index] = N;
params.mesh->vert_patch_uv[index + vert_offset] = make_float2(uv.x, uv.y);
}
void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
{
Mesh *mesh = params.mesh;
mesh->add_triangle(v0 + vert_offset, v1 + vert_offset, v2 + vert_offset, patch->shader, true);
params.mesh->triangle_patch[params.mesh->num_triangles() - 1] = patch->patch_index;
tri_offset++;
}
void EdgeDice::stitch_triangles(Subpatch &sub, int edge)
{
int Mu = max(sub.edge_u0.T, sub.edge_u1.T);
int Mv = max(sub.edge_v0.T, sub.edge_v1.T);
Mu = max(Mu, 2);
Mv = max(Mv, 2);
int outer_T = sub.edges[edge].T;
int inner_T = ((edge % 2) == 0) ? Mv - 2 : Mu - 2;
if (inner_T < 0 || outer_T < 0) {
return; // XXX avoid crashes for Mu or Mv == 1, missing polygons
}
/* stitch together two arrays of verts with triangles. at each step,
* we compare using the next verts on both sides, to find the split
* direction with the smallest diagonal, and use that in order to keep
* the triangle shape reasonable. */
for (size_t i = 0, j = 0; i < inner_T || j < outer_T;) {
int v0, v1, v2;
v0 = sub.get_vert_along_grid_edge(edge, i);
v1 = sub.get_vert_along_edge(edge, j);
if (j == outer_T) {
v2 = sub.get_vert_along_grid_edge(edge, ++i);
}
else if (i == inner_T) {
v2 = sub.get_vert_along_edge(edge, ++j);
}
else {
/* length of diagonals */
float len1 = len_squared(mesh_P[sub.get_vert_along_grid_edge(edge, i)] -
mesh_P[sub.get_vert_along_edge(edge, j + 1)]);
float len2 = len_squared(mesh_P[sub.get_vert_along_edge(edge, j)] -
mesh_P[sub.get_vert_along_grid_edge(edge, i + 1)]);
/* use smallest diagonal */
if (len1 < len2) {
v2 = sub.get_vert_along_edge(edge, ++j);
}
else {
v2 = sub.get_vert_along_grid_edge(edge, ++i);
}
}
add_triangle(sub.patch, v1, v0, v2);
}
}
/* QuadDice */
QuadDice::QuadDice(const SubdParams &params_) : EdgeDice(params_) {}
float2 QuadDice::map_uv(Subpatch &sub, float u, float v)
{
/* map UV from subpatch to patch parametric coordinates */
float2 d0 = interp(sub.c00, sub.c01, v);
float2 d1 = interp(sub.c10, sub.c11, v);
return interp(d0, d1, u);
}
float3 QuadDice::eval_projected(Subpatch &sub, float u, float v)
{
float2 uv = map_uv(sub, u, v);
float3 P;
sub.patch->eval(&P, NULL, NULL, NULL, uv.x, uv.y);
if (params.camera) {
P = transform_perspective(&params.camera->worldtoraster, P);
}
return P;
}
void QuadDice::set_vert(Subpatch &sub, int index, float u, float v)
{
EdgeDice::set_vert(sub.patch, index, map_uv(sub, u, v));
}
void QuadDice::set_side(Subpatch &sub, int edge)
{
int t = sub.edges[edge].T;
/* set verts on the edge of the patch */
for (int i = 0; i < t; i++) {
float f = i / (float)t;
float u, v;
switch (edge) {
case 0:
u = 0;
v = f;
break;
case 1:
u = f;
v = 1;
break;
case 2:
u = 1;
v = 1.0f - f;
break;
case 3:
default:
u = 1.0f - f;
v = 0;
break;
}
set_vert(sub, sub.get_vert_along_edge(edge, i), u, v);
}
}
float QuadDice::quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d)
{
return triangle_area(a, b, d) + triangle_area(a, d, c);
}
float QuadDice::scale_factor(Subpatch &sub, int Mu, int Mv)
{
/* estimate area as 4x largest of 4 quads */
float3 P[3][3];
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
P[i][j] = eval_projected(sub, i * 0.5f, j * 0.5f);
}
}
float A1 = quad_area(P[0][0], P[1][0], P[0][1], P[1][1]);
float A2 = quad_area(P[1][0], P[2][0], P[1][1], P[2][1]);
float A3 = quad_area(P[0][1], P[1][1], P[0][2], P[1][2]);
float A4 = quad_area(P[1][1], P[2][1], P[1][2], P[2][2]);
float Apatch = max(A1, max(A2, max(A3, A4))) * 4.0f;
/* solve for scaling factor */
float Atri = params.dicing_rate * params.dicing_rate * 0.5f;
float Ntris = Apatch / Atri;
// XXX does the -sqrt solution matter
// XXX max(D, 0.0) is highly suspicious, need to test cases
// where D goes negative
float N = 0.5f * (Ntris - (sub.edge_u0.T + sub.edge_u1.T + sub.edge_v0.T + sub.edge_v1.T));
float D = 4.0f * N * Mu * Mv + (Mu + Mv) * (Mu + Mv);
float S = (Mu + Mv + sqrtf(max(D, 0.0f))) / (2 * Mu * Mv);
return S;
}
void QuadDice::add_grid(Subpatch &sub, int Mu, int Mv, int offset)
{
/* create inner grid */
float du = 1.0f / (float)Mu;
float dv = 1.0f / (float)Mv;
for (int j = 1; j < Mv; j++) {
for (int i = 1; i < Mu; i++) {
float u = i * du;
float v = j * dv;
set_vert(sub, offset + (i - 1) + (j - 1) * (Mu - 1), u, v);
if (i < Mu - 1 && j < Mv - 1) {
int i1 = offset + (i - 1) + (j - 1) * (Mu - 1);
int i2 = offset + i + (j - 1) * (Mu - 1);
int i3 = offset + i + j * (Mu - 1);
int i4 = offset + (i - 1) + j * (Mu - 1);
add_triangle(sub.patch, i1, i2, i3);
add_triangle(sub.patch, i1, i3, i4);
}
}
}
}
void QuadDice::dice(Subpatch &sub)
{
/* compute inner grid size with scale factor */
int Mu = max(sub.edge_u0.T, sub.edge_u1.T);
int Mv = max(sub.edge_v0.T, sub.edge_v1.T);
#if 0 /* Doesn't work very well, especially at grazing angles. */
float S = scale_factor(sub, ef, Mu, Mv);
#else
float S = 1.0f;
#endif
Mu = max((int)ceilf(S * Mu), 2); // XXX handle 0 & 1?
Mv = max((int)ceilf(S * Mv), 2); // XXX handle 0 & 1?
/* inner grid */
add_grid(sub, Mu, Mv, sub.inner_grid_vert_offset);
/* sides */
set_side(sub, 0);
set_side(sub, 1);
set_side(sub, 2);
set_side(sub, 3);
stitch_triangles(sub, 0);
stitch_triangles(sub, 1);
stitch_triangles(sub, 2);
stitch_triangles(sub, 3);
}
CCL_NAMESPACE_END