2011-04-27 11:58:34 +00:00
|
|
|
/*
|
2013-08-18 14:16:15 +00:00
|
|
|
* Copyright 2011-2013 Blender Foundation
|
2011-04-27 11:58:34 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* 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
|
2011-04-27 11:58:34 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
2011-04-27 11:58:34 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* 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
|
2011-04-27 11:58:34 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
#ifndef __SUBD_SPLIT_H__
|
|
|
|
#define __SUBD_SPLIT_H__
|
|
|
|
|
|
|
|
/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
|
2012-03-20 22:56:26 +00:00
|
|
|
* Splits up patches and determines edge tessellation factors for dicing. Patch
|
2011-04-27 11:58:34 +00:00
|
|
|
* 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__ */
|
|
|
|
|