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authorMai Lavelle <mai.lavelle@gmail.com>2016-07-17 05:57:06 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2016-08-07 18:13:11 +0300
commit0b68c68006578bb5c2aec3f5fb698087c4fd0f4c (patch)
tree114d95cd59ed3a60cc994c1723717dd8e969cb7b /intern/cycles/render/object.cpp
parentfc9747fa89152251cf50b48db311622916d14f8f (diff)
Cycles microdisplacement: Support for Catmull-Clark subdivision via OpenSubdiv
Enables Catmull-Clark subdivision meshes with support for creases and attribute subdivision. Still waiting on OpenSubdiv to fully support face varying interpolation for subdividing uv coordinates tho. Also there may be some inconsistencies with Blender's subdivision which will be resolved at a later time. Code for reading patch tables and creating patch maps is borrowed from OpenSubdiv. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2111
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp33
1 files changed, 33 insertions, 0 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 5dbe2e4d6a1..eeb44f46685 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -29,6 +29,8 @@
#include "util_progress.h"
#include "util_vector.h"
+#include "subd_patch_table.h"
+
CCL_NAMESPACE_BEGIN
/* Object */
@@ -607,6 +609,37 @@ void ObjectManager::device_update_flags(Device *device,
device->tex_alloc("__object_flag", dscene->object_flag);
}
+void ObjectManager::device_update_patch_map_offsets(Device *device, DeviceScene *dscene, Scene *scene)
+{
+ uint4* objects = (uint4*)dscene->objects.get_data();
+
+ bool update = false;
+
+ int object_index = 0;
+ foreach(Object *object, scene->objects) {
+ int offset = object_index*OBJECT_SIZE + 11;
+
+ Mesh* mesh = object->mesh;
+
+ if(mesh->patch_table) {
+ uint patch_map_offset = 2*(mesh->patch_table_offset + mesh->patch_table->total_size() -
+ mesh->patch_table->num_nodes * PATCH_NODE_SIZE) - mesh->patch_offset;
+
+ if(objects[offset].x != patch_map_offset) {
+ objects[offset].x = patch_map_offset;
+ update = true;
+ }
+ }
+
+ object_index++;
+ }
+
+ if(update) {
+ device->tex_free(dscene->objects);
+ device->tex_alloc("__objects", dscene->objects);
+ }
+}
+
void ObjectManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->objects);