blender/intern/cycles/subd/subd_split.h
Brecht Van Lommel 731ffd3cd4 Cycles: remove approximate subdivision surface with gregory patches code.
It was never fully implemented and will be replaced by OpenSubdiv. Only linear
subdivision remains now. Also includes some refactoring in the split/dice code,
adding a SubdParams struct to pass around parameters more easily.
2013-11-28 02:11:42 +01:00

67 lines
1.9 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#ifndef __SUBD_SPLIT_H__
#define __SUBD_SPLIT_H__
/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
* Splits up patches and determines edge tessellation 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;
SubdParams params;
DiagSplit(const SubdParams& params);
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(Patch *patch);
void split_quad(Patch *patch);
};
CCL_NAMESPACE_END
#endif /* __SUBD_SPLIT_H__ */