forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
160 lines
3.6 KiB
C++
160 lines
3.6 KiB
C++
/*
|
|
* 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__ */
|
|
|