blender/intern/cycles/subd/subd_patch.h
Brecht Van Lommel 44d1c92e60 Cycles: add ptex face ID and UV attributes.
Not the most memory efficient way to store these things but it's simple and
implementing it better requires some work to natively support subd grids as
a primitive in some way.
2013-11-28 02:11:42 +01:00

71 lines
1.6 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
*/
#ifndef __SUBD_PATCH_H__
#define __SUBD_PATCH_H__
#include "util_boundbox.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Patch {
public:
virtual ~Patch() {}
virtual void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v) = 0;
virtual bool is_triangle() { return false; }
virtual BoundBox bound() = 0;
virtual int ptex_face_id() { return -1; }
};
/* Linear Quad Patch */
class LinearQuadPatch : public Patch {
public:
float3 hull[4];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return false; }
BoundBox bound();
};
/* Linear Triangle Patch */
class LinearTrianglePatch : public Patch {
public:
float3 hull[3];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return true; }
BoundBox bound();
};
/* Bicubic Patch */
class BicubicPatch : public Patch {
public:
float3 hull[16];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v);
bool is_triangle() { return false; }
BoundBox bound();
};
CCL_NAMESPACE_END
#endif /* __SUBD_PATCH_H__ */