blender/intern/cycles/subd/subd_dice.h
Brecht Van Lommel b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00

158 lines
3.5 KiB
C++

/*
* 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
*/
#ifndef __SUBD_DICE_H__
#define __SUBD_DICE_H__
/* DX11 like EdgeDice implementation, with different tessellation factors for
* each edge for watertight tessellation, 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 tessellation 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 tessellation 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__ */