diff options
author | Mai Lavelle <mai.lavelle@gmail.com> | 2016-07-17 02:42:28 +0300 |
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committer | Mai Lavelle <mai.lavelle@gmail.com> | 2016-07-29 10:36:30 +0300 |
commit | c96ae81160ad1a943fafaca44a7d5e97c2d7a0d7 (patch) | |
tree | 83905d5a6bf2583f44d9dcf90410b5a0c024822c /intern/cycles/render/mesh_subdivision.cpp | |
parent | f74645578c9dd38c2543d1211b779a019363b04f (diff) |
Cycles microdisplacement: ngons and attributes for subdivision meshes
This adds support for ngons and attributes on subdivision meshes. Ngons are
needed for proper attribute interpolation as well as correct Catmull-Clark
subdivision. Several changes are made to achieve this:
- new primitive `SubdFace` added to `Mesh`
- 3 more textures are used to store info on patches from subd meshes
- Blender export uses loop interface instead of tessface for subd meshes
- `Attribute` class is updated with a simplified way to pass primitive counts
around and to support ngons.
- extra points for ngons are generated for O(1) attribute interpolation
- curves are temporally disabled on subd meshes to avoid various bugs with
implementation
- old unneeded code is removed from `subd/`
- various fixes and improvements
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2108
Diffstat (limited to 'intern/cycles/render/mesh_subdivision.cpp')
-rw-r--r-- | intern/cycles/render/mesh_subdivision.cpp | 224 |
1 files changed, 224 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh_subdivision.cpp b/intern/cycles/render/mesh_subdivision.cpp new file mode 100644 index 00000000000..fe8e41e8d35 --- /dev/null +++ b/intern/cycles/render/mesh_subdivision.cpp @@ -0,0 +1,224 @@ +/* + * Copyright 2011-2016 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 "mesh.h" +#include "attribute.h" + +#include "subd_split.h" +#include "subd_patch.h" + +#include "util_foreach.h" + +CCL_NAMESPACE_BEGIN + +void Mesh::tessellate(DiagSplit *split) +{ + int num_faces = subd_faces.size(); + + Attribute *attr_vN = subd_attributes.find(ATTR_STD_VERTEX_NORMAL); + float3* vN = attr_vN->data_float3(); + + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(face.is_quad()) { + /* quad */ + LinearQuadPatch patch; + float3 *hull = patch.hull; + float3 *normals = patch.normals; + + patch.patch_index = face.ptex_offset; + patch.shader = face.shader; + + for(int i = 0; i < 4; i++) { + hull[i] = verts[subd_face_corners[face.start_corner+i]]; + } + + if(face.smooth) { + for(int i = 0; i < 4; i++) { + normals[i] = vN[subd_face_corners[face.start_corner+i]]; + } + } + else { + float3 N = face.normal(this); + for(int i = 0; i < 4; i++) { + normals[i] = N; + } + } + + swap(hull[2], hull[3]); + swap(normals[2], normals[3]); + + /* Quad faces need to be split at least once to line up with split ngons, we do this + * here in this manner because if we do it later edge factors may end up slightly off. + */ + QuadDice::SubPatch subpatch; + subpatch.patch = &patch; + + subpatch.P00 = make_float2(0.0f, 0.0f); + subpatch.P10 = make_float2(0.5f, 0.0f); + subpatch.P01 = make_float2(0.0f, 0.5f); + subpatch.P11 = make_float2(0.5f, 0.5f); + split->split_quad(&patch, &subpatch); + + subpatch.P00 = make_float2(0.5f, 0.0f); + subpatch.P10 = make_float2(1.0f, 0.0f); + subpatch.P01 = make_float2(0.5f, 0.5f); + subpatch.P11 = make_float2(1.0f, 0.5f); + split->split_quad(&patch, &subpatch); + + subpatch.P00 = make_float2(0.0f, 0.5f); + subpatch.P10 = make_float2(0.5f, 0.5f); + subpatch.P01 = make_float2(0.0f, 1.0f); + subpatch.P11 = make_float2(0.5f, 1.0f); + split->split_quad(&patch, &subpatch); + + subpatch.P00 = make_float2(0.5f, 0.5f); + subpatch.P10 = make_float2(1.0f, 0.5f); + subpatch.P01 = make_float2(0.5f, 1.0f); + subpatch.P11 = make_float2(1.0f, 1.0f); + split->split_quad(&patch, &subpatch); + } + else { + /* ngon */ + float3 center_vert = make_float3(0.0f, 0.0f, 0.0f); + float3 center_normal = make_float3(0.0f, 0.0f, 0.0f); + + float inv_num_corners = 1.0f/float(face.num_corners); + for(int corner = 0; corner < face.num_corners; corner++) { + center_vert += verts[subd_face_corners[face.start_corner + corner]] * inv_num_corners; + center_normal += vN[subd_face_corners[face.start_corner + corner]] * inv_num_corners; + } + + for(int corner = 0; corner < face.num_corners; corner++) { + LinearQuadPatch patch; + float3 *hull = patch.hull; + float3 *normals = patch.normals; + + patch.patch_index = face.ptex_offset + corner; + + patch.shader = face.shader; + + hull[0] = verts[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; + hull[1] = verts[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; + hull[2] = verts[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; + hull[3] = center_vert; + + hull[1] = (hull[1] + hull[0]) * 0.5; + hull[2] = (hull[2] + hull[0]) * 0.5; + + if(face.smooth) { + normals[0] = vN[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; + normals[1] = vN[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; + normals[2] = vN[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; + normals[3] = center_normal; + + normals[1] = (normals[1] + normals[0]) * 0.5; + normals[2] = (normals[2] + normals[0]) * 0.5; + } + else { + float3 N = face.normal(this); + for(int i = 0; i < 4; i++) { + normals[i] = N; + } + } + + split->split_quad(&patch); + } + } + } + + /* interpolate center points for attributes */ + foreach(Attribute& attr, subd_attributes.attributes) { + char* data = attr.data(); + size_t stride = attr.data_sizeof(); + int ngons = 0; + + switch(attr.element) { + case ATTR_ELEMENT_VERTEX: { + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(!face.is_quad()) { + char* center = data + (verts.size() - num_subd_verts + ngons) * stride; + attr.zero_data(center); + + float inv_num_corners = 1.0f / float(face.num_corners); + + for(int corner = 0; corner < face.num_corners; corner++) { + attr.add_with_weight(center, + data + subd_face_corners[face.start_corner + corner] * stride, + inv_num_corners); + } + + ngons++; + } + } + } break; + case ATTR_ELEMENT_VERTEX_MOTION: { + // TODO(mai): implement + } break; + case ATTR_ELEMENT_CORNER: { + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(!face.is_quad()) { + char* center = data + (subd_face_corners.size() + ngons) * stride; + attr.zero_data(center); + + float inv_num_corners = 1.0f / float(face.num_corners); + + for(int corner = 0; corner < face.num_corners; corner++) { + attr.add_with_weight(center, + data + (face.start_corner + corner) * stride, + inv_num_corners); + } + + ngons++; + } + } + } break; + case ATTR_ELEMENT_CORNER_BYTE: { + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(!face.is_quad()) { + uchar* center = (uchar*)data + (subd_face_corners.size() + ngons) * stride; + + float inv_num_corners = 1.0f / float(face.num_corners); + float4 val = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + for(int corner = 0; corner < face.num_corners; corner++) { + for(int i = 0; i < 4; i++) { + val[i] += float(*(data + (face.start_corner + corner) * stride + i)) * inv_num_corners; + } + } + + for(int i = 0; i < 4; i++) { + center[i] = uchar(min(max(val[i], 0.0f), 255.0f)); + } + + ngons++; + } + } + } break; + default: break; + } + } +} + +CCL_NAMESPACE_END + |