2011-04-27 11:58:34 +00:00
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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#include "subd_dice.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Mesh;
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class Patch;
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#define DSPLIT_NON_UNIFORM -1
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class DiagSplit {
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public:
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vector<QuadDice::SubPatch> subpatches_quad;
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vector<QuadDice::EdgeFactors> edgefactors_quad;
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vector<TriangleDice::SubPatch> subpatches_triangle;
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vector<TriangleDice::EdgeFactors> edgefactors_triangle;
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int test_steps;
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int split_threshold;
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float dicing_rate;
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Camera *camera;
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DiagSplit();
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float3 project(Patch *patch, float2 uv);
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int T(Patch *patch, float2 Pstart, float2 Pend);
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void partition_edge(Patch *patch, float2 *P, int *t0, int *t1,
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float2 Pstart, float2 Pend, int t);
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void dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef);
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void split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth=0);
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void dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef);
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void split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth=0);
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void split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth);
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void split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth);
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};
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CCL_NAMESPACE_END
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#endif /* __SUBD_SPLIT_H__ */
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