blender/intern/cycles/subd/subd_dice.h
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

147 lines
3.4 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"
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 add_vert(Patch *patch, float2 uv);
void add_triangle(Patch *patch, int v0, int v1, int v2);
void stitch_triangles(Patch *patch, vector<int> &outer, vector<int> &inner);
};
/* Quad EdgeDice
*
* Edge tessellation 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;
};
explicit QuadDice(const SubdParams &params);
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);
};
CCL_NAMESPACE_END
#endif /* __SUBD_DICE_H__ */