blender/intern/cycles/subd/subd_dice.h
Mai Lavelle 697fd86506 Cycles: Stitching of subdivided and displaced meshes
This patch stitches the vertices along patch edges so that cracks can
no longer form when applying subdivision or displacement a mesh.

Subpatches are now formed in a way that ensures vertex indices along
subpatch edges are equal for adjacent subpatches. A mapping of vertices
along patch edges is built to preform stitching. Overall performance is
roughly the same, some gains were made in splitting, but some was lost
in stitching.

This fixes:
- T49049 (cracks between patches from material and uv seams)
- T49048 (discontinuous normals with true displacement)

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3692
2019-08-27 14:27:53 -04:00

104 lines
2.4 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_DICE_H__
#define __SUBD_DICE_H__
/* DX11 like EdgeDice implementation, with different tessellation factors for
* each edge for watertight tessellation, with subpatch remapping to work with
* DiagSplit. For more algorithm details, see the DiagSplit paper or the
* ARB_tessellation_shader OpenGL extension, Section 2.X.2. */
#include "util/util_types.h"
#include "util/util_vector.h"
#include "subd/subd_subpatch.h"
CCL_NAMESPACE_BEGIN
class Camera;
class Mesh;
class Patch;
struct SubdParams {
Mesh *mesh;
bool ptex;
int test_steps;
int split_threshold;
float dicing_rate;
int max_level;
Camera *camera;
Transform objecttoworld;
SubdParams(Mesh *mesh_, bool ptex_ = false)
{
mesh = mesh_;
ptex = ptex_;
test_steps = 3;
split_threshold = 1;
dicing_rate = 1.0f;
max_level = 12;
camera = NULL;
}
};
/* EdgeDice Base */
class EdgeDice {
public:
SubdParams params;
float3 *mesh_P;
float3 *mesh_N;
size_t vert_offset;
size_t tri_offset;
explicit EdgeDice(const SubdParams &params);
void reserve(int num_verts, int num_triangles);
void set_vert(Patch *patch, int index, float2 uv);
void add_triangle(Patch *patch, int v0, int v1, int v2);
void stitch_triangles(Subpatch &sub, int edge);
};
/* Quad EdgeDice */
class QuadDice : public EdgeDice {
public:
explicit QuadDice(const SubdParams &params);
float3 eval_projected(Subpatch &sub, float u, float v);
float2 map_uv(Subpatch &sub, float u, float v);
void set_vert(Subpatch &sub, int index, float u, float v);
void add_grid(Subpatch &sub, int Mu, int Mv, int offset);
void set_side(Subpatch &sub, int edge);
float quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d);
float scale_factor(Subpatch &sub, int Mu, int Mv);
void dice(Subpatch &sub);
};
CCL_NAMESPACE_END
#endif /* __SUBD_DICE_H__ */