forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
70 lines
2.0 KiB
C++
70 lines
2.0 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_SPLIT_H__
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#define __SUBD_SPLIT_H__
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/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
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* Splits up patches and determines edge tessellation factors for dicing. Patch
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* evaluation at arbitrary points is required for this to work. See the paper
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* for more details. */
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#include "subd_dice.h"
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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 Mesh;
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class Patch;
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#define DSPLIT_NON_UNIFORM -1
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class DiagSplit {
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public:
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vector<QuadDice::SubPatch> subpatches_quad;
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vector<QuadDice::EdgeFactors> edgefactors_quad;
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vector<TriangleDice::SubPatch> subpatches_triangle;
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vector<TriangleDice::EdgeFactors> edgefactors_triangle;
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int test_steps;
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int split_threshold;
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float dicing_rate;
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Camera *camera;
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DiagSplit();
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float3 project(Patch *patch, float2 uv);
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int T(Patch *patch, float2 Pstart, float2 Pend);
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void partition_edge(Patch *patch, float2 *P, int *t0, int *t1,
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float2 Pstart, float2 Pend, int t);
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void dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef);
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void split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth=0);
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void dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef);
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void split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth=0);
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void split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth);
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void split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth);
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};
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CCL_NAMESPACE_END
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#endif /* __SUBD_SPLIT_H__ */
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