blender/intern/cycles/subd/subd_dice.cpp
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

354 lines
8.9 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 "render/camera.h"
#include "render/mesh.h"
#include "subd/subd_dice.h"
#include "subd/subd_patch.h"
#include "util/util_debug.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)
{
Mesh *mesh = params.mesh;
vert_offset = mesh->verts.size();
tri_offset = mesh->num_triangles();
/* todo: optimize so we can reserve in advance, this is like push_back_slow() */
if(vert_offset + num_verts > mesh->verts.capacity()) {
mesh->reserve_mesh(size_t((vert_offset + num_verts) * 1.2), mesh->num_triangles());
}
mesh->resize_mesh(vert_offset + num_verts, tri_offset);
Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
mesh_P = mesh->verts.data();
mesh_N = attr_vN->data_float3();
}
int EdgeDice::add_vert(Patch *patch, float2 uv)
{
float3 P, N;
patch->eval(&P, NULL, NULL, &N, uv.x, uv.y);
assert(vert_offset < params.mesh->verts.size());
mesh_P[vert_offset] = P;
mesh_N[vert_offset] = N;
params.mesh->vert_patch_uv[vert_offset] = make_float2(uv.x, uv.y);
if(params.ptex) {
Attribute *attr_ptex_uv = params.mesh->attributes.add(ATTR_STD_PTEX_UV);
params.mesh->attributes.resize();
float3 *ptex_uv = attr_ptex_uv->data_float3();
ptex_uv[vert_offset] = make_float3(uv.x, uv.y, 0.0f);
}
params.mesh->num_subd_verts++;
return vert_offset++;
}
void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
{
Mesh *mesh = params.mesh;
/* todo: optimize so we can reserve in advance, this is like push_back_slow() */
if(mesh->triangles.size() == mesh->triangles.capacity())
mesh->reserve_mesh(mesh->verts.size(), size_t(max(mesh->num_triangles() + 1, 1) * 1.2));
mesh->add_triangle(v0, v1, v2, patch->shader, true);
params.mesh->triangle_patch[params.mesh->num_triangles()-1] = patch->patch_index;
if(params.ptex) {
Attribute *attr_ptex_face_id = params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
params.mesh->attributes.resize();
float *ptex_face_id = attr_ptex_face_id->data_float();
ptex_face_id[tri_offset] = (float)patch->ptex_face_id();
}
tri_offset++;
}
void EdgeDice::stitch_triangles(Patch *patch, vector<int>& outer, vector<int>& inner)
{
if(inner.size() == 0 || outer.size() == 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+1 < inner.size() || j+1 < outer.size();) {
int v0, v1, v2;
v0 = inner[i];
v1 = outer[j];
if(j+1 == outer.size()) {
v2 = inner[++i];
}
else if(i+1 == inner.size()) {
v2 = outer[++j];
}
else {
/* length of diagonals */
float len1 = len_squared(mesh_P[inner[i]] - mesh_P[outer[j+1]]);
float len2 = len_squared(mesh_P[outer[j]] - mesh_P[inner[i+1]]);
/* use smallest diagonal */
if(len1 < len2)
v2 = outer[++j];
else
v2 = inner[++i];
}
add_triangle(patch, v0, v1, v2);
}
}
/* QuadDice */
QuadDice::QuadDice(const SubdParams& params_)
: EdgeDice(params_)
{
}
void QuadDice::reserve(EdgeFactors& ef, int Mu, int Mv)
{
/* XXX need to make this also work for edge factor 0 and 1 */
int num_verts = (ef.tu0 + ef.tu1 + ef.tv0 + ef.tv1) + (Mu - 1)*(Mv - 1);
EdgeDice::reserve(num_verts);
}
float2 QuadDice::map_uv(SubPatch& sub, float u, float v)
{
/* map UV from subpatch to patch parametric coordinates */
float2 d0 = interp(sub.P00, sub.P01, v);
float2 d1 = interp(sub.P10, sub.P11, 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;
}
int QuadDice::add_vert(SubPatch& sub, float u, float v)
{
return EdgeDice::add_vert(sub.patch, map_uv(sub, u, v));
}
void QuadDice::add_side_u(SubPatch& sub,
vector<int>& outer, vector<int>& inner,
int Mu, int Mv, int tu, int side, int offset)
{
outer.clear();
inner.clear();
/* set verts on the edge of the patch */
outer.push_back(offset + ((side)? 2: 0));
for(int i = 1; i < tu; i++) {
float u = i/(float)tu;
float v = (side)? 1.0f: 0.0f;
outer.push_back(add_vert(sub, u, v));
}
outer.push_back(offset + ((side)? 3: 1));
/* set verts on the edge of the inner grid */
for(int i = 0; i < Mu-1; i++) {
int j = (side)? Mv-1-1: 0;
inner.push_back(offset + 4 + i + j*(Mu-1));
}
}
void QuadDice::add_side_v(SubPatch& sub,
vector<int>& outer, vector<int>& inner,
int Mu, int Mv, int tv, int side, int offset)
{
outer.clear();
inner.clear();
/* set verts on the edge of the patch */
outer.push_back(offset + ((side)? 1: 0));
for(int j = 1; j < tv; j++) {
float u = (side)? 1.0f: 0.0f;
float v = j/(float)tv;
outer.push_back(add_vert(sub, u, v));
}
outer.push_back(offset + ((side)? 3: 2));
/* set verts on the edge of the inner grid */
for(int j = 0; j < Mv-1; j++) {
int i = (side)? Mu-1-1: 0;
inner.push_back(offset + 4 + i + j*(Mu-1));
}
}
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, EdgeFactors& ef, 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 - (ef.tu0 + ef.tu1 + ef.tv0 + ef.tv1));
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_corners(SubPatch& sub)
{
/* add verts for patch corners */
add_vert(sub, 0.0f, 0.0f);
add_vert(sub, 1.0f, 0.0f);
add_vert(sub, 0.0f, 1.0f);
add_vert(sub, 1.0f, 1.0f);
}
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;
add_vert(sub, u, v);
if(i < Mu-1 && j < Mv-1) {
int i1 = offset + 4 + (i-1) + (j-1)*(Mu-1);
int i2 = offset + 4 + i + (j-1)*(Mu-1);
int i3 = offset + 4 + i + j*(Mu-1);
int i4 = offset + 4 + (i-1) + j*(Mu-1);
add_triangle(sub.patch, i1, i2, i3);
add_triangle(sub.patch, i1, i3, i4);
}
}
}
}
void QuadDice::dice(SubPatch& sub, EdgeFactors& ef)
{
/* compute inner grid size with scale factor */
int Mu = max(ef.tu0, ef.tu1);
int Mv = max(ef.tv0, ef.tv1);
#if 0 /* Doesnt work very well, especially at grazing angles. */
float S = scale_factor(sub, ef, Mu, Mv);
#else
float S = 1.0f;
#endif
Mu = max((int)ceil(S*Mu), 2); // XXX handle 0 & 1?
Mv = max((int)ceil(S*Mv), 2); // XXX handle 0 & 1?
/* reserve space for new verts */
int offset = params.mesh->verts.size();
reserve(ef, Mu, Mv);
/* corners and inner grid */
add_corners(sub);
add_grid(sub, Mu, Mv, offset);
/* bottom side */
vector<int> outer, inner;
add_side_u(sub, outer, inner, Mu, Mv, ef.tu0, 0, offset);
stitch_triangles(sub.patch, outer, inner);
/* top side */
add_side_u(sub, outer, inner, Mu, Mv, ef.tu1, 1, offset);
stitch_triangles(sub.patch, inner, outer);
/* left side */
add_side_v(sub, outer, inner, Mu, Mv, ef.tv0, 0, offset);
stitch_triangles(sub.patch, inner, outer);
/* right side */
add_side_v(sub, outer, inner, Mu, Mv, ef.tv1, 1, offset);
stitch_triangles(sub.patch, outer, inner);
assert(vert_offset == params.mesh->verts.size());
}
CCL_NAMESPACE_END