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
72 lines
2.2 KiB
C++
72 lines
2.2 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_SPLIT_H__
|
|
#define __SUBD_SPLIT_H__
|
|
|
|
/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
|
|
* Splits up patches and determines edge tesselation factors for dicing. Patch
|
|
* evaluation at arbitrary points is required for this to work. See the paper
|
|
* for more details. */
|
|
|
|
#include "subd_dice.h"
|
|
|
|
#include "util_types.h"
|
|
#include "util_vector.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
class Mesh;
|
|
class Patch;
|
|
|
|
#define DSPLIT_NON_UNIFORM -1
|
|
|
|
class DiagSplit {
|
|
public:
|
|
vector<QuadDice::SubPatch> subpatches_quad;
|
|
vector<QuadDice::EdgeFactors> edgefactors_quad;
|
|
vector<TriangleDice::SubPatch> subpatches_triangle;
|
|
vector<TriangleDice::EdgeFactors> edgefactors_triangle;
|
|
|
|
int test_steps;
|
|
int split_threshold;
|
|
float dicing_rate;
|
|
Camera *camera;
|
|
|
|
DiagSplit();
|
|
|
|
float3 project(Patch *patch, float2 uv);
|
|
int T(Patch *patch, float2 Pstart, float2 Pend);
|
|
void partition_edge(Patch *patch, float2 *P, int *t0, int *t1,
|
|
float2 Pstart, float2 Pend, int t);
|
|
|
|
void dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef);
|
|
void split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth=0);
|
|
|
|
void dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef);
|
|
void split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth=0);
|
|
|
|
void split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth);
|
|
void split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth);
|
|
};
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
#endif /* __SUBD_SPLIT_H__ */
|
|
|