0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
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 "render/camera.h"
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#include "render/mesh.h"
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#include "subd/subd_dice.h"
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#include "subd/subd_patch.h"
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#include "subd/subd_split.h"
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#include "util/util_debug.h"
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#include "util/util_math.h"
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#include "util/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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