326 lines
7.6 KiB
C++
326 lines
7.6 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "camera.h"
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#include "mesh.h"
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#include "subd_dice.h"
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#include "subd_patch.h"
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#include "subd_split.h"
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#include "util_debug.h"
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#include "util_math.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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/* DiagSplit */
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DiagSplit::DiagSplit()
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{
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test_steps = 3;
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split_threshold = 1;
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dicing_rate = 0.1f;
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camera = NULL;
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}
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void DiagSplit::dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef)
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{
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subpatches_quad.push_back(sub);
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edgefactors_quad.push_back(ef);
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}
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void DiagSplit::dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef)
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{
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subpatches_triangle.push_back(sub);
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edgefactors_triangle.push_back(ef);
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}
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float3 DiagSplit::project(Patch *patch, float2 uv)
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{
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float3 P;
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patch->eval(&P, NULL, NULL, uv.x, uv.y);
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if(camera)
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P = transform(&camera->worldtoraster, P);
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return P;
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}
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int DiagSplit::T(Patch *patch, float2 Pstart, float2 Pend)
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{
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float3 Plast = make_float3(0.0f, 0.0f, 0.0f);
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float Lsum = 0.0f;
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float Lmax = 0.0f;
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for(int i = 0; i < test_steps; i++) {
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float t = i/(float)(test_steps-1);
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float3 P = project(patch, Pstart + t*(Pend - Pstart));
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if(i > 0) {
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float L = len(P - Plast);
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Lsum += L;
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Lmax = max(L, Lmax);
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}
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Plast = P;
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}
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int tmin = (int)ceil(Lsum/dicing_rate);
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int tmax = (int)ceil((test_steps-1)*Lmax/dicing_rate); // XXX paper says N instead of N-1, seems wrong?
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if(tmax - tmin > split_threshold)
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return DSPLIT_NON_UNIFORM;
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return tmax;
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}
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void DiagSplit::partition_edge(Patch *patch, float2 *P, int *t0, int *t1, float2 Pstart, float2 Pend, int t)
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{
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if(t == DSPLIT_NON_UNIFORM) {
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*P = (Pstart + Pend)*0.5f;
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*t0 = T(patch, Pstart, *P);
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*t1 = T(patch, *P, Pend);
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}
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else {
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int I = floor(t*0.5f);
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*P = interp(Pstart, Pend, (t == 0)? 0: I/(float)t); /* XXX is t faces or verts */
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*t0 = I;
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*t1 = t - I;
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}
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}
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void DiagSplit::split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth)
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{
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assert(ef.tu == T(sub.patch, sub.Pv, sub.Pw));
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assert(ef.tv == T(sub.patch, sub.Pw, sub.Pu));
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assert(ef.tw == T(sub.patch, sub.Pu, sub.Pv));
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if(depth == 0) {
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dispatch(sub, ef);
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return;
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}
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if(ef.tu == DSPLIT_NON_UNIFORM) {
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/* partition edges */
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TriangleDice::EdgeFactors ef0, ef1;
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float2 Psplit;
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partition_edge(sub.patch,
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&Psplit, &ef1.tu, &ef0.tu, sub.Pv, sub.Pw, ef.tu);
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/* split */
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int tsplit = T(sub.patch, sub.Pu, Psplit);
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ef0.tv = ef.tv;
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ef0.tw = tsplit;
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ef1.tv = tsplit;
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ef1.tw = ef.tw;
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/* create subpatches */
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TriangleDice::SubPatch sub0 = {sub.patch, sub.Pu, Psplit, sub.Pw};
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TriangleDice::SubPatch sub1 = {sub.patch, sub.Pu, sub.Pv, Psplit};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else if(ef.tv == DSPLIT_NON_UNIFORM) {
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/* partition edges */
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TriangleDice::EdgeFactors ef0, ef1;
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float2 Psplit;
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partition_edge(sub.patch,
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&Psplit, &ef1.tu, &ef0.tu, sub.Pw, sub.Pu, ef.tv);
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/* split */
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int tsplit = T(sub.patch, sub.Pv, Psplit);
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ef0.tv = ef.tw;
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ef0.tw = tsplit;
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ef1.tv = tsplit;
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ef1.tw = ef.tu;
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/* create subpatches */
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TriangleDice::SubPatch sub0 = {sub.patch, sub.Pv, Psplit, sub.Pu};
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TriangleDice::SubPatch sub1 = {sub.patch, sub.Pv, sub.Pw, Psplit};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else if(ef.tw == DSPLIT_NON_UNIFORM) {
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/* partition edges */
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TriangleDice::EdgeFactors ef0, ef1;
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float2 Psplit;
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partition_edge(sub.patch,
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&Psplit, &ef1.tu, &ef0.tu, sub.Pu, sub.Pv, ef.tw);
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/* split */
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int tsplit = T(sub.patch, sub.Pw, Psplit);
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ef0.tv = ef.tu;
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ef0.tw = tsplit;
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ef1.tv = tsplit;
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ef1.tw = ef.tv;
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/* create subpatches */
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TriangleDice::SubPatch sub0 = {sub.patch, sub.Pw, Psplit, sub.Pv};
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TriangleDice::SubPatch sub1 = {sub.patch, sub.Pw, sub.Pu, Psplit};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else
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dispatch(sub, ef);
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}
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void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth)
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{
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if((ef.tu0 == DSPLIT_NON_UNIFORM || ef.tu1 == DSPLIT_NON_UNIFORM)) {
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/* partition edges */
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QuadDice::EdgeFactors ef0, ef1;
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float2 Pu0, Pu1;
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partition_edge(sub.patch,
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&Pu0, &ef0.tu0, &ef1.tu0, sub.P00, sub.P10, ef.tu0);
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partition_edge(sub.patch,
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&Pu1, &ef0.tu1, &ef1.tu1, sub.P01, sub.P11, ef.tu1);
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/* split */
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int tsplit = T(sub.patch, Pu0, Pu1);
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ef0.tv0 = ef.tv0;
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ef0.tv1 = tsplit;
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ef1.tv0 = tsplit;
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ef1.tv1 = ef.tv1;
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/* create subpatches */
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QuadDice::SubPatch sub0 = {sub.patch, sub.P00, Pu0, sub.P01, Pu1};
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QuadDice::SubPatch sub1 = {sub.patch, Pu0, sub.P10, Pu1, sub.P11};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else if(ef.tv0 == DSPLIT_NON_UNIFORM || ef.tv1 == DSPLIT_NON_UNIFORM) {
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/* partition edges */
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QuadDice::EdgeFactors ef0, ef1;
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float2 Pv0, Pv1;
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partition_edge(sub.patch,
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&Pv0, &ef0.tv0, &ef1.tv0, sub.P00, sub.P01, ef.tv0);
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partition_edge(sub.patch,
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&Pv1, &ef0.tv1, &ef1.tv1, sub.P10, sub.P11, ef.tv1);
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/* split */
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int tsplit = T(sub.patch, Pv0, Pv1);
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ef0.tu0 = ef.tu0;
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ef0.tu1 = tsplit;
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ef1.tu0 = tsplit;
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ef1.tu1 = ef.tu1;
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/* create subpatches */
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QuadDice::SubPatch sub0 = {sub.patch, sub.P00, sub.P10, Pv0, Pv1};
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QuadDice::SubPatch sub1 = {sub.patch, Pv0, Pv1, sub.P01, sub.P11};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else
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dispatch(sub, ef);
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}
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void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth)
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{
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TriangleDice::SubPatch sub;
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TriangleDice::EdgeFactors ef;
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sub.patch = patch;
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sub.Pu = make_float2(1.0f, 0.0f);
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sub.Pv = make_float2(0.0f, 1.0f);
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sub.Pw = make_float2(0.0f, 0.0f);
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ef.tu = T(patch, sub.Pv, sub.Pw);
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ef.tv = T(patch, sub.Pw, sub.Pu);
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ef.tw = T(patch, sub.Pu, sub.Pv);
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split(sub, ef);
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TriangleDice dice(mesh, shader, smooth, dicing_rate);
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dice.camera = camera;
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for(size_t i = 0; i < subpatches_triangle.size(); i++) {
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TriangleDice::SubPatch& sub = subpatches_triangle[i];
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TriangleDice::EdgeFactors& ef = edgefactors_triangle[i];
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ef.tu = 4;
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ef.tv = 4;
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ef.tw = 4;
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ef.tu = max(ef.tu, 1);
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ef.tv = max(ef.tv, 1);
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ef.tw = max(ef.tw, 1);
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dice.dice(sub, ef);
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}
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subpatches_triangle.clear();
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edgefactors_triangle.clear();
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}
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void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth)
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{
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QuadDice::SubPatch sub;
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QuadDice::EdgeFactors ef;
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sub.patch = patch;
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sub.P00 = make_float2(0.0f, 0.0f);
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sub.P10 = make_float2(1.0f, 0.0f);
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sub.P01 = make_float2(0.0f, 1.0f);
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sub.P11 = make_float2(1.0f, 1.0f);
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ef.tu0 = T(patch, sub.P00, sub.P10);
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ef.tu1 = T(patch, sub.P01, sub.P11);
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ef.tv0 = T(patch, sub.P00, sub.P01);
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ef.tv1 = T(patch, sub.P10, sub.P11);
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split(sub, ef);
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QuadDice dice(mesh, shader, smooth, dicing_rate);
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dice.camera = camera;
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for(size_t i = 0; i < subpatches_quad.size(); i++) {
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QuadDice::SubPatch& sub = subpatches_quad[i];
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QuadDice::EdgeFactors& ef = edgefactors_quad[i];
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ef.tu0 = max(ef.tu0, 1);
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ef.tu1 = max(ef.tu1, 1);
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ef.tv0 = max(ef.tv0, 1);
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ef.tv1 = max(ef.tv1, 1);
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dice.dice(sub, ef);
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}
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subpatches_quad.clear();
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edgefactors_quad.clear();
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}
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CCL_NAMESPACE_END
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