blender/intern/cycles/subd/subd_patch.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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
2011-04-27 11:58:34 +00:00

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/*
* 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_PATCH_H__
#define __SUBD_PATCH_H__
#include "util_boundbox.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Mesh;
/* Base */
class Patch {
public:
virtual void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v) = 0;
virtual bool is_triangle() = 0;
virtual BoundBox bound() = 0;
};
/* Linear Quad Patch */
class LinearQuadPatch : public Patch {
public:
float3 hull[4];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return false; }
BoundBox bound();
};
/* Linear Triangle Patch */
class LinearTrianglePatch : public Patch {
public:
float3 hull[3];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return true; }
BoundBox bound();
};
/* Bicubic Patch */
class BicubicPatch : public Patch {
public:
float3 hull[16];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return false; }
BoundBox bound();
};
/* Bicubic Patch with Tangent Fields */
class BicubicTangentPatch : public Patch {
public:
float3 hull[16];
float3 utan[12];
float3 vtan[12];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return false; }
BoundBox bound();
};
/* Gregory Patches */
class GregoryQuadPatch : public Patch {
public:
float3 hull[20];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return false; }
BoundBox bound();
};
class GregoryTrianglePatch : public Patch {
public:
float3 hull[20];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return true; }
BoundBox bound();
};
CCL_NAMESPACE_END
#endif /* __SUBD_PATCH_H__ */