blender/intern/cycles/subd/dice.cpp
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

284 lines
7.5 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.
*/
#include "scene/camera.h"
#include "scene/mesh.h"
#include "subd/dice.h"
#include "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, int num_triangles)
{
Mesh *mesh = params.mesh;
vert_offset = mesh->get_verts().size();
tri_offset = mesh->num_triangles();
mesh->resize_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles());
mesh->reserve_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles() + num_triangles);
Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
mesh_P = mesh->verts.data() + vert_offset;
mesh_N = attr_vN->data_float3() + vert_offset;
params.mesh->num_subd_verts += num_verts;
}
void EdgeDice::set_vert(Patch *patch, int index, float2 uv)
{
float3 P, N;
patch->eval(&P, NULL, NULL, &N, uv.x, uv.y);
assert(index < params.mesh->verts.size());
mesh_P[index] = P;
mesh_N[index] = N;
params.mesh->vert_patch_uv[index + vert_offset] = make_float2(uv.x, uv.y);
}
void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
{
Mesh *mesh = params.mesh;
mesh->add_triangle(v0 + vert_offset, v1 + vert_offset, v2 + vert_offset, patch->shader, true);
params.mesh->triangle_patch[params.mesh->num_triangles() - 1] = patch->patch_index;
tri_offset++;
}
void EdgeDice::stitch_triangles(Subpatch &sub, int edge)
{
int Mu = max(sub.edge_u0.T, sub.edge_u1.T);
int Mv = max(sub.edge_v0.T, sub.edge_v1.T);
Mu = max(Mu, 2);
Mv = max(Mv, 2);
int outer_T = sub.edges[edge].T;
int inner_T = ((edge % 2) == 0) ? Mv - 2 : Mu - 2;
if (inner_T < 0 || outer_T < 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 < inner_T || j < outer_T;) {
int v0, v1, v2;
v0 = sub.get_vert_along_grid_edge(edge, i);
v1 = sub.get_vert_along_edge(edge, j);
if (j == outer_T) {
v2 = sub.get_vert_along_grid_edge(edge, ++i);
}
else if (i == inner_T) {
v2 = sub.get_vert_along_edge(edge, ++j);
}
else {
/* length of diagonals */
float len1 = len_squared(mesh_P[sub.get_vert_along_grid_edge(edge, i)] -
mesh_P[sub.get_vert_along_edge(edge, j + 1)]);
float len2 = len_squared(mesh_P[sub.get_vert_along_edge(edge, j)] -
mesh_P[sub.get_vert_along_grid_edge(edge, i + 1)]);
/* use smallest diagonal */
if (len1 < len2)
v2 = sub.get_vert_along_edge(edge, ++j);
else
v2 = sub.get_vert_along_grid_edge(edge, ++i);
}
add_triangle(sub.patch, v1, v0, v2);
}
}
/* QuadDice */
QuadDice::QuadDice(const SubdParams &params_) : EdgeDice(params_)
{
}
float2 QuadDice::map_uv(Subpatch &sub, float u, float v)
{
/* map UV from subpatch to patch parametric coordinates */
float2 d0 = interp(sub.c00, sub.c01, v);
float2 d1 = interp(sub.c10, sub.c11, 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;
}
void QuadDice::set_vert(Subpatch &sub, int index, float u, float v)
{
EdgeDice::set_vert(sub.patch, index, map_uv(sub, u, v));
}
void QuadDice::set_side(Subpatch &sub, int edge)
{
int t = sub.edges[edge].T;
/* set verts on the edge of the patch */
for (int i = 0; i < t; i++) {
float f = i / (float)t;
float u, v;
switch (edge) {
case 0:
u = 0;
v = f;
break;
case 1:
u = f;
v = 1;
break;
case 2:
u = 1;
v = 1.0f - f;
break;
case 3:
default:
u = 1.0f - f;
v = 0;
break;
}
set_vert(sub, sub.get_vert_along_edge(edge, i), u, v);
}
}
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, 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 - (sub.edge_u0.T + sub.edge_u1.T + sub.edge_v0.T + sub.edge_v1.T));
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_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;
set_vert(sub, offset + (i - 1) + (j - 1) * (Mu - 1), u, v);
if (i < Mu - 1 && j < Mv - 1) {
int i1 = offset + (i - 1) + (j - 1) * (Mu - 1);
int i2 = offset + i + (j - 1) * (Mu - 1);
int i3 = offset + i + j * (Mu - 1);
int i4 = offset + (i - 1) + j * (Mu - 1);
add_triangle(sub.patch, i1, i2, i3);
add_triangle(sub.patch, i1, i3, i4);
}
}
}
}
void QuadDice::dice(Subpatch &sub)
{
/* compute inner grid size with scale factor */
int Mu = max(sub.edge_u0.T, sub.edge_u1.T);
int Mv = max(sub.edge_v0.T, sub.edge_v1.T);
#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?
/* inner grid */
add_grid(sub, Mu, Mv, sub.inner_grid_vert_offset);
/* sides */
set_side(sub, 0);
set_side(sub, 1);
set_side(sub, 2);
set_side(sub, 3);
stitch_triangles(sub, 0);
stitch_triangles(sub, 1);
stitch_triangles(sub, 2);
stitch_triangles(sub, 3);
}
CCL_NAMESPACE_END