blender/intern/cycles/subd/patch.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

122 lines
2.8 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.
*/
/* Parts adapted from code in the public domain in NVidia Mesh Tools. */
#include "scene/mesh.h"
#include "subd/patch.h"
#include "util/math.h"
#include "util/types.h"
CCL_NAMESPACE_BEGIN
/* De Casteljau Evaluation */
static void decasteljau_cubic(float3 *P, float3 *dt, float t, const float3 cp[4])
{
float3 d0 = cp[0] + t * (cp[1] - cp[0]);
float3 d1 = cp[1] + t * (cp[2] - cp[1]);
float3 d2 = cp[2] + t * (cp[3] - cp[2]);
d0 += t * (d1 - d0);
d1 += t * (d2 - d1);
*P = d0 + t * (d1 - d0);
if (dt)
*dt = d1 - d0;
}
static void decasteljau_bicubic(
float3 *P, float3 *du, float3 *dv, const float3 cp[16], float u, float v)
{
float3 ucp[4], utn[4];
/* interpolate over u */
decasteljau_cubic(ucp + 0, utn + 0, u, cp);
decasteljau_cubic(ucp + 1, utn + 1, u, cp + 4);
decasteljau_cubic(ucp + 2, utn + 2, u, cp + 8);
decasteljau_cubic(ucp + 3, utn + 3, u, cp + 12);
/* interpolate over v */
decasteljau_cubic(P, dv, v, ucp);
if (du)
decasteljau_cubic(du, NULL, v, utn);
}
/* Linear Quad Patch */
void LinearQuadPatch::eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v)
{
float3 d0 = interp(hull[0], hull[1], u);
float3 d1 = interp(hull[2], hull[3], u);
*P = interp(d0, d1, v);
if (dPdu && dPdv) {
*dPdu = interp(hull[1] - hull[0], hull[3] - hull[2], v);
*dPdv = interp(hull[2] - hull[0], hull[3] - hull[1], u);
}
if (N) {
*N = normalize(
interp(interp(normals[0], normals[1], u), interp(normals[2], normals[3], u), v));
}
}
BoundBox LinearQuadPatch::bound()
{
BoundBox bbox = BoundBox::empty;
for (int i = 0; i < 4; i++)
bbox.grow(hull[i]);
return bbox;
}
/* Bicubic Patch */
void BicubicPatch::eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v)
{
if (N) {
float3 dPdu_, dPdv_;
decasteljau_bicubic(P, &dPdu_, &dPdv_, hull, u, v);
if (dPdu && dPdv) {
*dPdu = dPdu_;
*dPdv = dPdv_;
}
*N = normalize(cross(dPdu_, dPdv_));
}
else {
decasteljau_bicubic(P, dPdu, dPdv, hull, u, v);
}
}
BoundBox BicubicPatch::bound()
{
BoundBox bbox = BoundBox::empty;
for (int i = 0; i < 16; i++)
bbox.grow(hull[i]);
return bbox;
}
CCL_NAMESPACE_END