da376e0237
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
76 lines
2.1 KiB
C++
76 lines
2.1 KiB
C++
/*
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* Copyright 2006, NVIDIA Corporation Ignacio Castano <icastano@nvidia.com>
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*
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* Modifications copyright (c) 2011, Blender Foundation.
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef __SUBD_FACE_RING_H__
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#define __SUBD_FACE_RING_H__
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CCL_NAMESPACE_BEGIN
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class StencilMask;
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class SubdVert;
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class SubdEdge;
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class SubdFace;
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class SubdFaceRing
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{
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public:
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SubdFaceRing(SubdFace *face, SubdEdge *edge);
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SubdFace *face() { return m_face; }
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SubdEdge *firstEdge() { return m_firstEdge; }
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int num_verts();
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SubdVert *vertexAt(int i);
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int vert_index(SubdVert *vertex);
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void evaluate_stencils(float3 *P, StencilMask *mask, int num);
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bool is_triangle();
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bool is_quad();
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int num_edges();
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static bool is_regular(SubdFace *face);
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static bool is_triangle(SubdFace *face);
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static bool is_quad(SubdFace *face);
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static bool is_boundary(SubdFace *face);
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protected:
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void initVerts();
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void add_vert(SubdVert *vertex);
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bool has_vert(SubdVert *vertex);
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protected:
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SubdFace *m_face;
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SubdEdge *m_firstEdge;
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int m_num_edges;
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vector<SubdVert*> m_verts;
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};
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CCL_NAMESPACE_END
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#endif /* __SUBD_FACE_RING_H__ */
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