blender/intern/cycles/subd/subd_dice.h

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __SUBD_DICE_H__
#define __SUBD_DICE_H__
/* DX11 like EdgeDice implementation, with different tesselation factors for
* each edge for watertight tesselation, 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_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Camera;
class Mesh;
class Patch;
/* EdgeDice Base */
class EdgeDice {
public:
Camera *camera;
Mesh *mesh;
float3 *mesh_P;
float3 *mesh_N;
float dicing_rate;
size_t vert_offset;
size_t tri_offset;
int shader;
bool smooth;
EdgeDice(Mesh *mesh, int shader, bool smooth, float dicing_rate);
void reserve(int num_verts, int num_tris);
int add_vert(Patch *patch, float2 uv);
void add_triangle(int v0, int v1, int v2);
void stitch_triangles(vector<int>& outer, vector<int>& inner);
};
/* Quad EdgeDice
*
* Edge tesselation factors and subpatch coordinates are as follows:
*
* tu1
* P01 --------- P11
* | |
* tv0 | | tv1
* | |
* P00 --------- P10
* tu0
*/
class QuadDice : public EdgeDice {
public:
struct SubPatch {
Patch *patch;
float2 P00;
float2 P10;
float2 P01;
float2 P11;
};
struct EdgeFactors {
int tu0;
int tu1;
int tv0;
int tv1;
};
QuadDice(Mesh *mesh, int shader, bool smooth, float dicing_rate);
void reserve(EdgeFactors& ef, int Mu, int Mv);
float3 eval_projected(SubPatch& sub, float u, float v);
float2 map_uv(SubPatch& sub, float u, float v);
int add_vert(SubPatch& sub, float u, float v);
void add_corners(SubPatch& sub);
void add_grid(SubPatch& sub, int Mu, int Mv, int offset);
void add_side_u(SubPatch& sub,
vector<int>& outer, vector<int>& inner,
int Mu, int Mv, int tu, int side, int offset);
void add_side_v(SubPatch& sub,
vector<int>& outer, vector<int>& inner,
int Mu, int Mv, int tv, int side, int offset);
float quad_area(const float3& a, const float3& b, const float3& c, const float3& d);
float scale_factor(SubPatch& sub, EdgeFactors& ef, int Mu, int Mv);
void dice(SubPatch& sub, EdgeFactors& ef);
};
/* Triangle EdgeDice
*
* Edge tesselation factors and subpatch coordinates are as follows:
*
* Pw
* /\
* tv / \ tu
* / \
* / \
* Pu -------- Pv
* tw
*/
class TriangleDice : public EdgeDice {
public:
struct SubPatch {
Patch *patch;
float2 Pu;
float2 Pv;
float2 Pw;
};
struct EdgeFactors {
int tu;
int tv;
int tw;
};
TriangleDice(Mesh *mesh, int shader, bool smooth, float dicing_rate);
void reserve(EdgeFactors& ef, int M);
float2 map_uv(SubPatch& sub, float2 uv);
int add_vert(SubPatch& sub, float2 uv);
void add_grid(SubPatch& sub, EdgeFactors& ef, int M);
void dice(SubPatch& sub, EdgeFactors& ef);
};
CCL_NAMESPACE_END
#endif /* __SUBD_DICE_H__ */