c96ae81160
This adds support for ngons and attributes on subdivision meshes. Ngons are needed for proper attribute interpolation as well as correct Catmull-Clark subdivision. Several changes are made to achieve this: - new primitive `SubdFace` added to `Mesh` - 3 more textures are used to store info on patches from subd meshes - Blender export uses loop interface instead of tessface for subd meshes - `Attribute` class is updated with a simplified way to pass primitive counts around and to support ngons. - extra points for ngons are generated for O(1) attribute interpolation - curves are temporally disabled on subd meshes to avoid various bugs with implementation - old unneeded code is removed from `subd/` - various fixes and improvements Reviewed By: brecht Differential Revision: https://developer.blender.org/D2108
263 lines
6.4 KiB
C++
263 lines
6.4 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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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(const SubdParams& params_)
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: params(params_)
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{
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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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float3 DiagSplit::to_world(Patch *patch, float2 uv)
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{
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float3 P;
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patch->eval(&P, NULL, NULL, NULL, uv.x, uv.y);
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if(params.camera)
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P = transform_point(¶ms.objecttoworld, 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 < params.test_steps; i++) {
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float t = i/(float)(params.test_steps-1);
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float3 P = to_world(patch, Pstart + t*(Pend - Pstart));
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if(i > 0) {
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float L;
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if(!params.camera) {
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L = len(P - Plast);
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}
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else {
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Camera* cam = params.camera;
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float pixel_width = cam->world_to_raster_size((P + Plast) * 0.5f);
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L = len(P - Plast) / pixel_width;
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}
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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/params.dicing_rate);
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int tmax = (int)ceil((params.test_steps-1)*Lmax/params.dicing_rate); // XXX paper says N instead of N-1, seems wrong?
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if(tmax - tmin > params.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 = (int)floor((float)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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static void limit_edge_factors(const QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int max_t)
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{
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float2 P00 = sub.P00;
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float2 P01 = sub.P01;
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float2 P10 = sub.P10;
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float2 P11 = sub.P11;
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int tu0 = int(max_t * len(P10 - P00));
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int tu1 = int(max_t * len(P11 - P01));
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int tv0 = int(max_t * len(P01 - P00));
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int tv1 = int(max_t * len(P11 - P10));
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ef.tu0 = tu0 <= 1 ? 1 : min(ef.tu0, tu0);
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ef.tu1 = tu1 <= 1 ? 1 : min(ef.tu1, tu1);
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ef.tv0 = tv0 <= 1 ? 1 : min(ef.tv0, tv0);
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ef.tv1 = tv1 <= 1 ? 1 : min(ef.tv1, tv1);
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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(depth > 32) {
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/* We should never get here, but just in case end recursion safely. */
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ef.tu0 = 1;
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ef.tu1 = 1;
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ef.tv0 = 1;
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ef.tv1 = 1;
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dispatch(sub, ef);
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return;
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}
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bool split_u = (ef.tu0 == DSPLIT_NON_UNIFORM || ef.tu1 == DSPLIT_NON_UNIFORM);
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bool split_v = (ef.tv0 == DSPLIT_NON_UNIFORM || ef.tv1 == DSPLIT_NON_UNIFORM);
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/* Split subpatches such that the ratio of T for opposite edges doesn't
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* exceed 1.5, this reduces over tessellation for some patches
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*/
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bool tmp_split_v = split_v;
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if(!split_u && min(ef.tu0, ef.tu1) > 8 && min(ef.tu0, ef.tu1)*1.5f < max(ef.tu0, ef.tu1))
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split_v = true;
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if(!tmp_split_v && min(ef.tu0, ef.tu1) > 8 && min(ef.tv0, ef.tv1)*1.5f < max(ef.tv0, ef.tv1))
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split_u = true;
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/* alternate axis */
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if(split_u && split_v) {
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split_u = depth % 2;
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}
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if(split_u) {
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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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limit_edge_factors(sub0, ef0, 1 << params.max_level);
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limit_edge_factors(sub1, ef1, 1 << params.max_level);
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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(split_v) {
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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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limit_edge_factors(sub0, ef0, 1 << params.max_level);
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limit_edge_factors(sub1, ef1, 1 << params.max_level);
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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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}
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void DiagSplit::split_quad(Patch *patch, QuadDice::SubPatch *subpatch)
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{
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QuadDice::SubPatch sub_split;
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QuadDice::EdgeFactors ef_split;
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if(subpatch) {
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sub_split = *subpatch;
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}
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else {
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sub_split.patch = patch;
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sub_split.P00 = make_float2(0.0f, 0.0f);
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sub_split.P10 = make_float2(1.0f, 0.0f);
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sub_split.P01 = make_float2(0.0f, 1.0f);
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sub_split.P11 = make_float2(1.0f, 1.0f);
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}
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ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
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ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
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ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01);
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ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11);
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limit_edge_factors(sub_split, ef_split, 1 << params.max_level);
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split(sub_split, ef_split);
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QuadDice dice(params);
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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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