blender/intern/cycles/subd/subd_dice.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

180 lines
3.7 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_DICE_H__
#define __SUBD_DICE_H__
/* DX11 like EdgeDice implementation, with different tessellation factors for
* each edge for watertight tessellation, with subpatch remapping to work with
* DiagSplit. For more algorithm details, see the DiagSplit paper or the
* ARB_tessellation_shader OpenGL extension, Section 2.X.2. */
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Camera;
class Mesh;
class Patch;
struct SubdParams {
Mesh *mesh;
int shader;
bool smooth;
bool ptex;
int test_steps;
int split_threshold;
float dicing_rate;
Camera *camera;
SubdParams(Mesh *mesh_, int shader_, bool smooth_ = true, bool ptex_ = false)
{
mesh = mesh_;
shader = shader_;
smooth = smooth_;
ptex = ptex_;
test_steps = 3;
split_threshold = 1;
dicing_rate = 0.1f;
camera = NULL;
}
};
/* EdgeDice Base */
class EdgeDice {
public:
SubdParams params;
float3 *mesh_P;
float3 *mesh_N;
size_t vert_offset;
size_t tri_offset;
EdgeDice(const SubdParams& params);
void reserve(int num_verts, int num_tris);
int add_vert(Patch *patch, float2 uv);
void add_triangle(Patch *patch, int v0, int v1, int v2);
void stitch_triangles(Patch *patch, vector<int>& outer, vector<int>& inner);
};
/* Quad EdgeDice
*
* Edge tessellation factors and subpatch coordinates are as follows:
*
* tu1
* P01 --------- P11
* | |
* tv0 | | tv1
* | |
* P00 --------- P10
* tu0
*/
class QuadDice : public EdgeDice {
public:
struct SubPatch {
Patch *patch;
float2 P00;
float2 P10;
float2 P01;
float2 P11;
};
struct EdgeFactors {
int tu0;
int tu1;
int tv0;
int tv1;
};
QuadDice(const SubdParams& params);
void reserve(EdgeFactors& ef, int Mu, int Mv);
float3 eval_projected(SubPatch& sub, float u, float v);
float2 map_uv(SubPatch& sub, float u, float v);
int add_vert(SubPatch& sub, float u, float v);
void add_corners(SubPatch& sub);
void add_grid(SubPatch& sub, int Mu, int Mv, int offset);
void add_side_u(SubPatch& sub,
vector<int>& outer, vector<int>& inner,
int Mu, int Mv, int tu, int side, int offset);
void add_side_v(SubPatch& sub,
vector<int>& outer, vector<int>& inner,
int Mu, int Mv, int tv, int side, int offset);
float quad_area(const float3& a, const float3& b, const float3& c, const float3& d);
float scale_factor(SubPatch& sub, EdgeFactors& ef, int Mu, int Mv);
void dice(SubPatch& sub, EdgeFactors& ef);
};
/* Triangle EdgeDice
*
* Edge tessellation factors and subpatch coordinates are as follows:
*
* Pw
* /\
* tv / \ tu
* / \
* / \
* Pu -------- Pv
* tw
*/
class TriangleDice : public EdgeDice {
public:
struct SubPatch {
Patch *patch;
float2 Pu;
float2 Pv;
float2 Pw;
};
struct EdgeFactors {
int tu;
int tv;
int tw;
};
TriangleDice(const SubdParams& params);
void reserve(EdgeFactors& ef, int M);
float2 map_uv(SubPatch& sub, float2 uv);
int add_vert(SubPatch& sub, float2 uv);
void add_grid(SubPatch& sub, EdgeFactors& ef, int M);
void dice(SubPatch& sub, EdgeFactors& ef);
};
CCL_NAMESPACE_END
#endif /* __SUBD_DICE_H__ */