forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
158 lines
3.5 KiB
C++
158 lines
3.5 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#ifndef __SUBD_DICE_H__
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#define __SUBD_DICE_H__
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/* DX11 like EdgeDice implementation, with different tessellation factors for
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* each edge for watertight tessellation, with subpatch remapping to work with
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* DiagSplit. For more algorithm details, see the DiagSplit paper or the
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* ARB_tessellation_shader OpenGL extension, Section 2.X.2. */
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Camera;
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class Mesh;
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class Patch;
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/* EdgeDice Base */
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class EdgeDice {
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public:
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Camera *camera;
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Mesh *mesh;
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float3 *mesh_P;
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float3 *mesh_N;
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float dicing_rate;
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size_t vert_offset;
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size_t tri_offset;
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int shader;
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bool smooth;
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EdgeDice(Mesh *mesh, int shader, bool smooth, float dicing_rate);
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void reserve(int num_verts, int num_tris);
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int add_vert(Patch *patch, float2 uv);
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void add_triangle(int v0, int v1, int v2);
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void stitch_triangles(vector<int>& outer, vector<int>& inner);
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};
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/* Quad EdgeDice
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*
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* Edge tessellation factors and subpatch coordinates are as follows:
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*
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* tu1
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* P01 --------- P11
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* | |
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* tv0 | | tv1
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* | |
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* P00 --------- P10
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* tu0
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*/
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class QuadDice : public EdgeDice {
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public:
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struct SubPatch {
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Patch *patch;
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float2 P00;
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float2 P10;
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float2 P01;
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float2 P11;
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};
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struct EdgeFactors {
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int tu0;
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int tu1;
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int tv0;
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int tv1;
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};
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QuadDice(Mesh *mesh, int shader, bool smooth, float dicing_rate);
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void reserve(EdgeFactors& ef, int Mu, int Mv);
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float3 eval_projected(SubPatch& sub, float u, float v);
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float2 map_uv(SubPatch& sub, float u, float v);
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int add_vert(SubPatch& sub, float u, float v);
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void add_corners(SubPatch& sub);
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void add_grid(SubPatch& sub, int Mu, int Mv, int offset);
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void add_side_u(SubPatch& sub,
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vector<int>& outer, vector<int>& inner,
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int Mu, int Mv, int tu, int side, int offset);
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void add_side_v(SubPatch& sub,
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vector<int>& outer, vector<int>& inner,
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int Mu, int Mv, int tv, int side, int offset);
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float quad_area(const float3& a, const float3& b, const float3& c, const float3& d);
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float scale_factor(SubPatch& sub, EdgeFactors& ef, int Mu, int Mv);
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void dice(SubPatch& sub, EdgeFactors& ef);
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};
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/* Triangle EdgeDice
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*
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* Edge tessellation factors and subpatch coordinates are as follows:
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*
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* Pw
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* /\
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* tv / \ tu
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* / \
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* / \
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* Pu -------- Pv
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* tw
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*/
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class TriangleDice : public EdgeDice {
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public:
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struct SubPatch {
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Patch *patch;
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float2 Pu;
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float2 Pv;
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float2 Pw;
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};
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struct EdgeFactors {
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int tu;
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int tv;
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int tw;
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};
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TriangleDice(Mesh *mesh, int shader, bool smooth, float dicing_rate);
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void reserve(EdgeFactors& ef, int M);
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float2 map_uv(SubPatch& sub, float2 uv);
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int add_vert(SubPatch& sub, float2 uv);
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void add_grid(SubPatch& sub, EdgeFactors& ef, int M);
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void dice(SubPatch& sub, EdgeFactors& ef);
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};
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CCL_NAMESPACE_END
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#endif /* __SUBD_DICE_H__ */
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