2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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#ifndef __SUBD_SPLIT_H__
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#define __SUBD_SPLIT_H__
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/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
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2012-03-20 22:56:26 +00:00
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* Splits up patches and determines edge tessellation factors for dicing. Patch
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2011-04-27 11:58:34 +00:00
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* evaluation at arbitrary points is required for this to work. See the paper
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* for more details. */
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Cycles: Make all #include statements relative to cycles source directory
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
2017-03-28 18:39:14 +00:00
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#include "subd/subd_dice.h"
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2019-08-14 05:53:09 +00:00
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#include "subd/subd_subpatch.h"
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2011-04-27 11:58:34 +00:00
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2019-08-14 05:53:09 +00:00
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#include "util/util_deque.h"
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Cycles: Make all #include statements relative to cycles source directory
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
2017-03-28 18:39:14 +00:00
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#include "util/util_types.h"
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#include "util/util_vector.h"
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2011-04-27 11:58:34 +00:00
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2019-08-14 05:53:09 +00:00
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#include <deque>
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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class Mesh;
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class Patch;
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class DiagSplit {
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2013-11-27 23:13:32 +00:00
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SubdParams params;
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2011-04-27 11:58:34 +00:00
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2019-08-14 05:53:09 +00:00
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vector<Subpatch> subpatches;
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2021-02-05 05:23:34 +00:00
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/* `deque` is used so that element pointers remain valid when size is changed. */
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2019-08-14 05:53:09 +00:00
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deque<Edge> edges;
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2011-04-27 11:58:34 +00:00
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2016-04-11 20:49:09 +00:00
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float3 to_world(Patch *patch, float2 uv);
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2019-08-30 00:52:39 +00:00
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int T(Patch *patch, float2 Pstart, float2 Pend, bool recursive_resolve = false);
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2019-08-14 05:53:09 +00:00
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void limit_edge_factor(int &T, Patch *patch, float2 Pstart, float2 Pend);
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void resolve_edge_factors(Subpatch &sub);
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2011-04-27 11:58:34 +00:00
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void partition_edge(
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Patch *patch, float2 *P, int *t0, int *t1, float2 Pstart, float2 Pend, int t);
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2019-08-14 05:53:09 +00:00
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void split(Subpatch &sub, int depth = 0);
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int num_alloced_verts = 0;
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int alloc_verts(int n); /* Returns start index of new verts. */
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public:
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Edge *alloc_edge();
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explicit DiagSplit(const SubdParams ¶ms);
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void split_patches(Patch *patches, size_t patches_byte_stride);
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void split_quad(const Mesh::SubdFace &face, Patch *patch);
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void split_ngon(const Mesh::SubdFace &face, Patch *patches, size_t patches_byte_stride);
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2011-04-27 11:58:34 +00:00
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2019-08-14 05:53:09 +00:00
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void post_split();
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2011-04-27 11:58:34 +00:00
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};
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CCL_NAMESPACE_END
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#endif /* __SUBD_SPLIT_H__ */
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