blender/intern/cycles/subd/subd_dice.cpp

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/*
* 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.
*/
#include "render/camera.h"
#include "render/mesh.h"
#include "subd/subd_dice.h"
#include "subd/subd_patch.h"
CCL_NAMESPACE_BEGIN
/* EdgeDice Base */
EdgeDice::EdgeDice(const SubdParams &params_) : params(params_)
{
mesh_P = NULL;
mesh_N = NULL;
vert_offset = 0;
params.mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
if (params.ptex) {
params.mesh->attributes.add(ATTR_STD_PTEX_UV);
params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
}
}
void EdgeDice::reserve(int num_verts)
{
Mesh *mesh = params.mesh;
vert_offset = mesh->verts.size();
tri_offset = mesh->num_triangles();
/* todo: optimize so we can reserve in advance, this is like push_back_slow() */
if (vert_offset + num_verts > mesh->verts.capacity()) {
mesh->reserve_mesh(size_t((vert_offset + num_verts) * 1.2), mesh->num_triangles());
}
mesh->resize_mesh(vert_offset + num_verts, tri_offset);
Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
mesh_P = mesh->verts.data();
mesh_N = attr_vN->data_float3();
}
int EdgeDice::add_vert(Patch *patch, float2 uv)
{
float3 P, N;
patch->eval(&P, NULL, NULL, &N, uv.x, uv.y);
assert(vert_offset < params.mesh->verts.size());
mesh_P[vert_offset] = P;
mesh_N[vert_offset] = N;
params.mesh->vert_patch_uv[vert_offset] = make_float2(uv.x, uv.y);
if (params.ptex) {
Attribute *attr_ptex_uv = params.mesh->attributes.add(ATTR_STD_PTEX_UV);
params.mesh->attributes.resize();
float3 *ptex_uv = attr_ptex_uv->data_float3();
ptex_uv[vert_offset] = make_float3(uv.x, uv.y, 0.0f);
}
params.mesh->num_subd_verts++;
return vert_offset++;
}
void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
{
Mesh *mesh = params.mesh;
/* todo: optimize so we can reserve in advance, this is like push_back_slow() */
if (mesh->triangles.size() == mesh->triangles.capacity())
mesh->reserve_mesh(mesh->verts.size(), size_t(max(mesh->num_triangles() + 1, 1) * 1.2));
mesh->add_triangle(v0, v1, v2, patch->shader, true);
params.mesh->triangle_patch[params.mesh->num_triangles() - 1] = patch->patch_index;
if (params.ptex) {
Attribute *attr_ptex_face_id = params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
params.mesh->attributes.resize();
float *ptex_face_id = attr_ptex_face_id->data_float();
ptex_face_id[tri_offset] = (float)patch->ptex_face_id();
}
tri_offset++;
}
void EdgeDice::stitch_triangles(Patch *patch, vector<int> &outer, vector<int> &inner)
{
if (inner.size() == 0 || outer.size() == 0)
return; // XXX avoid crashes for Mu or Mv == 1, missing polygons
/* stitch together two arrays of verts with triangles. at each step,
* we compare using the next verts on both sides, to find the split
* direction with the smallest diagonal, and use that in order to keep
* the triangle shape reasonable. */
for (size_t i = 0, j = 0; i + 1 < inner.size() || j + 1 < outer.size();) {
int v0, v1, v2;
v0 = inner[i];
v1 = outer[j];
if (j + 1 == outer.size()) {
v2 = inner[++i];
}
else if (i + 1 == inner.size()) {
v2 = outer[++j];
}
else {
/* length of diagonals */
float len1 = len_squared(mesh_P[inner[i]] - mesh_P[outer[j + 1]]);
float len2 = len_squared(mesh_P[outer[j]] - mesh_P[inner[i + 1]]);
/* use smallest diagonal */
if (len1 < len2)
v2 = outer[++j];
else
v2 = inner[++i];
}
add_triangle(patch, v0, v1, v2);
}
}
/* QuadDice */
QuadDice::QuadDice(const SubdParams &params_) : EdgeDice(params_)
{
}
void QuadDice::reserve(EdgeFactors &ef, int Mu, int Mv)
{
/* XXX need to make this also work for edge factor 0 and 1 */
int num_verts = (ef.tu0 + ef.tu1 + ef.tv0 + ef.tv1) + (Mu - 1) * (Mv - 1);
EdgeDice::reserve(num_verts);
}
float2 QuadDice::map_uv(SubPatch &sub, float u, float v)
{
/* map UV from subpatch to patch parametric coordinates */
float2 d0 = interp(sub.P00, sub.P01, v);
float2 d1 = interp(sub.P10, sub.P11, v);
return interp(d0, d1, u);
}
float3 QuadDice::eval_projected(SubPatch &sub, float u, float v)
{
float2 uv = map_uv(sub, u, v);
float3 P;
sub.patch->eval(&P, NULL, NULL, NULL, uv.x, uv.y);
if (params.camera)
P = transform_perspective(&params.camera->worldtoraster, P);
return P;
}
int QuadDice::add_vert(SubPatch &sub, float u, float v)
{
return EdgeDice::add_vert(sub.patch, map_uv(sub, u, v));
}
void QuadDice::add_side_u(SubPatch &sub,
vector<int> &outer,
vector<int> &inner,
int Mu,
int Mv,
int tu,
int side,
int offset)
{
outer.clear();
inner.clear();
/* set verts on the edge of the patch */
outer.push_back(offset + ((side) ? 2 : 0));
for (int i = 1; i < tu; i++) {
float u = i / (float)tu;
float v = (side) ? 1.0f : 0.0f;
outer.push_back(add_vert(sub, u, v));
}
outer.push_back(offset + ((side) ? 3 : 1));
/* set verts on the edge of the inner grid */
for (int i = 0; i < Mu - 1; i++) {
int j = (side) ? Mv - 1 - 1 : 0;
inner.push_back(offset + 4 + i + j * (Mu - 1));
}
}
void QuadDice::add_side_v(SubPatch &sub,
vector<int> &outer,
vector<int> &inner,
int Mu,
int Mv,
int tv,
int side,
int offset)
{
outer.clear();
inner.clear();
/* set verts on the edge of the patch */
outer.push_back(offset + ((side) ? 1 : 0));
for (int j = 1; j < tv; j++) {
float u = (side) ? 1.0f : 0.0f;
float v = j / (float)tv;
outer.push_back(add_vert(sub, u, v));
}
outer.push_back(offset + ((side) ? 3 : 2));
/* set verts on the edge of the inner grid */
for (int j = 0; j < Mv - 1; j++) {
int i = (side) ? Mu - 1 - 1 : 0;
inner.push_back(offset + 4 + i + j * (Mu - 1));
}
}
float QuadDice::quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d)
{
return triangle_area(a, b, d) + triangle_area(a, d, c);
}
float QuadDice::scale_factor(SubPatch &sub, EdgeFactors &ef, int Mu, int Mv)
{
/* estimate area as 4x largest of 4 quads */
float3 P[3][3];
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
P[i][j] = eval_projected(sub, i * 0.5f, j * 0.5f);
float A1 = quad_area(P[0][0], P[1][0], P[0][1], P[1][1]);
float A2 = quad_area(P[1][0], P[2][0], P[1][1], P[2][1]);
float A3 = quad_area(P[0][1], P[1][1], P[0][2], P[1][2]);
float A4 = quad_area(P[1][1], P[2][1], P[1][2], P[2][2]);
float Apatch = max(A1, max(A2, max(A3, A4))) * 4.0f;
/* solve for scaling factor */
float Atri = params.dicing_rate * params.dicing_rate * 0.5f;
float Ntris = Apatch / Atri;
// XXX does the -sqrt solution matter
// XXX max(D, 0.0) is highly suspicious, need to test cases
// where D goes negative
float N = 0.5f * (Ntris - (ef.tu0 + ef.tu1 + ef.tv0 + ef.tv1));
float D = 4.0f * N * Mu * Mv + (Mu + Mv) * (Mu + Mv);
float S = (Mu + Mv + sqrtf(max(D, 0.0f))) / (2 * Mu * Mv);
return S;
}
void QuadDice::add_corners(SubPatch &sub)
{
/* add verts for patch corners */
add_vert(sub, 0.0f, 0.0f);
add_vert(sub, 1.0f, 0.0f);
add_vert(sub, 0.0f, 1.0f);
add_vert(sub, 1.0f, 1.0f);
}
void QuadDice::add_grid(SubPatch &sub, int Mu, int Mv, int offset)
{
/* create inner grid */
float du = 1.0f / (float)Mu;
float dv = 1.0f / (float)Mv;
for (int j = 1; j < Mv; j++) {
for (int i = 1; i < Mu; i++) {
float u = i * du;
float v = j * dv;
add_vert(sub, u, v);
if (i < Mu - 1 && j < Mv - 1) {
int i1 = offset + 4 + (i - 1) + (j - 1) * (Mu - 1);
int i2 = offset + 4 + i + (j - 1) * (Mu - 1);
int i3 = offset + 4 + i + j * (Mu - 1);
int i4 = offset + 4 + (i - 1) + j * (Mu - 1);
add_triangle(sub.patch, i1, i2, i3);
add_triangle(sub.patch, i1, i3, i4);
}
}
}
}
void QuadDice::dice(SubPatch &sub, EdgeFactors &ef)
{
/* compute inner grid size with scale factor */
int Mu = max(ef.tu0, ef.tu1);
int Mv = max(ef.tv0, ef.tv1);
2019-06-11 23:04:10 +00:00
#if 0 /* Doesn't work very well, especially at grazing angles. */
float S = scale_factor(sub, ef, Mu, Mv);
#else
float S = 1.0f;
#endif
Mu = max((int)ceilf(S * Mu), 2); // XXX handle 0 & 1?
Mv = max((int)ceilf(S * Mv), 2); // XXX handle 0 & 1?
/* reserve space for new verts */
int offset = params.mesh->verts.size();
reserve(ef, Mu, Mv);
/* corners and inner grid */
add_corners(sub);
add_grid(sub, Mu, Mv, offset);
/* bottom side */
vector<int> outer, inner;
add_side_u(sub, outer, inner, Mu, Mv, ef.tu0, 0, offset);
stitch_triangles(sub.patch, outer, inner);
/* top side */
add_side_u(sub, outer, inner, Mu, Mv, ef.tu1, 1, offset);
stitch_triangles(sub.patch, inner, outer);
/* left side */
add_side_v(sub, outer, inner, Mu, Mv, ef.tv0, 0, offset);
stitch_triangles(sub.patch, inner, outer);
/* right side */
add_side_v(sub, outer, inner, Mu, Mv, ef.tv1, 1, offset);
stitch_triangles(sub.patch, outer, inner);
assert(vert_offset == params.mesh->verts.size());
}
CCL_NAMESPACE_END