blender/intern/cycles/subd/subd_split.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* 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.
*/
#ifndef __SUBD_SPLIT_H__
#define __SUBD_SPLIT_H__
/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
* Splits up patches and determines edge tesselation factors for dicing. Patch
* evaluation at arbitrary points is required for this to work. See the paper
* for more details. */
#include "subd_dice.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Mesh;
class Patch;
#define DSPLIT_NON_UNIFORM -1
class DiagSplit {
public:
vector<QuadDice::SubPatch> subpatches_quad;
vector<QuadDice::EdgeFactors> edgefactors_quad;
vector<TriangleDice::SubPatch> subpatches_triangle;
vector<TriangleDice::EdgeFactors> edgefactors_triangle;
int test_steps;
int split_threshold;
float dicing_rate;
Camera *camera;
DiagSplit();
float3 project(Patch *patch, float2 uv);
int T(Patch *patch, float2 Pstart, float2 Pend);
void partition_edge(Patch *patch, float2 *P, int *t0, int *t1,
float2 Pstart, float2 Pend, int t);
void dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef);
void split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth=0);
void dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef);
void split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth=0);
void split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth);
void split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth);
};
CCL_NAMESPACE_END
#endif /* __SUBD_SPLIT_H__ */