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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/subd/subd_mesh.cpp
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/subd/subd_mesh.cpp')
-rw-r--r--intern/cycles/subd/subd_mesh.cpp309
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diff --git a/intern/cycles/subd/subd_mesh.cpp b/intern/cycles/subd/subd_mesh.cpp
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+++ b/intern/cycles/subd/subd_mesh.cpp
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+/*
+ * Original code in the public domain -- castanyo@yahoo.es
+ *
+ * Modifications copyright (c) 2011, Blender Foundation.
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include <stdio.h>
+
+#include "subd_build.h"
+#include "subd_edge.h"
+#include "subd_face.h"
+#include "subd_mesh.h"
+#include "subd_patch.h"
+#include "subd_split.h"
+#include "subd_vert.h"
+
+#include "util_debug.h"
+#include "util_foreach.h"
+
+CCL_NAMESPACE_BEGIN
+
+SubdMesh::SubdMesh()
+{
+}
+
+SubdMesh::~SubdMesh()
+{
+ pair<Key, SubdEdge*> em;
+
+ foreach(SubdVert *vertex, verts)
+ delete vertex;
+ foreach(em, edge_map)
+ delete em.second;
+ foreach(SubdFace *face, faces)
+ delete face;
+
+ verts.clear();
+ edges.clear();
+ edge_map.clear();
+ faces.clear();
+}
+
+SubdVert *SubdMesh::add_vert(const float3& co)
+{
+ SubdVert *v = new SubdVert(verts.size());
+ v->co = co;
+ verts.push_back(v);
+
+ return v;
+}
+
+SubdFace *SubdMesh::add_face(int v0, int v1, int v2)
+{
+ int index[3] = {v0, v1, v2};
+ return add_face(index, 3);
+}
+
+SubdFace *SubdMesh::add_face(int v0, int v1, int v2, int v3)
+{
+ int index[4] = {v0, v1, v2, v3};
+ return add_face(index, 4);
+}
+
+SubdFace *SubdMesh::add_face(int *index, int num)
+{
+ /* test non-manifold cases */
+ if(!can_add_face(index, num)) {
+ /* we could try to add face in opposite winding instead .. */
+ fprintf(stderr, "Warning: non manifold mesh, invalid face '%lu'.\n", faces.size());
+ return NULL;
+ }
+
+ SubdFace *f = new SubdFace(faces.size());
+
+ SubdEdge *first_edge = NULL;
+ SubdEdge *last = NULL;
+ SubdEdge *current = NULL;
+
+ /* add edges */
+ for(int i = 0; i < num-1; i++) {
+ current = add_edge(index[i], index[i+1]);
+ assert(current != NULL);
+
+ current->face = f;
+
+ if(last != NULL) {
+ last->next = current;
+ current->prev = last;
+ }
+ else
+ first_edge = current;
+
+ last = current;
+ }
+
+ current = add_edge(index[num-1], index[0]);
+ assert(current != NULL);
+
+ current->face = f;
+
+ last->next = current;
+ current->prev = last;
+
+ current->next = first_edge;
+ first_edge->prev = current;
+
+ f->edge = first_edge;
+ faces.push_back(f);
+
+ return f;
+}
+
+bool SubdMesh::can_add_face(int *index, int num)
+{
+ /* manifold check */
+ for(int i = 0; i < num-1; i++)
+ if(!can_add_edge(index[i], index[i+1]))
+ return false;
+
+ return can_add_edge(index[num-1], index[0]);
+}
+
+bool SubdMesh::can_add_edge(int i, int j)
+{
+ /* check for degenerate edge */
+ if(i == j)
+ return false;
+
+ /* make sure edge has not been added yet. */
+ return find_edge(i, j) == NULL;
+}
+
+SubdEdge *SubdMesh::add_edge(int i, int j)
+{
+ SubdEdge *edge;
+
+ /* find pair */
+ SubdEdge *pair = find_edge(j, i);
+
+ if(pair != NULL) {
+ /* create edge with same id */
+ edge = new SubdEdge(pair->id + 1);
+
+ /* link edge pairs */
+ edge->pair = pair;
+ pair->pair = edge;
+
+ /* not sure this is necessary? */
+ pair->vert->edge = pair;
+ }
+ else {
+ /* create edge */
+ edge = new SubdEdge(2*edges.size());
+
+ /* add only unpaired edges */
+ edges.push_back(edge);
+ }
+
+ /* assign vertex and put into map */
+ edge->vert = verts[i];
+ edge_map[Key(i, j)] = edge;
+
+ /* face and next are set by add_face */
+
+ return edge;
+}
+
+SubdEdge *SubdMesh::find_edge(int i, int j)
+{
+ map<Key, SubdEdge*>::const_iterator it = edge_map.find(Key(i, j));
+
+ return (it == edge_map.end())? NULL: it->second;
+}
+
+bool SubdMesh::link_boundary()
+{
+ /* link boundary edges once the mesh has been created */
+ int num = 0;
+
+ /* create boundary edges */
+ int num_edges = edges.size();
+
+ for(int e = 0; e < num_edges; e++) {
+ SubdEdge *edge = edges[e];
+
+ if(edge->pair == NULL) {
+ SubdEdge *pair = new SubdEdge(edge->id + 1);
+
+ int i = edge->from()->id;
+ int j = edge->to()->id;
+
+ assert(edge_map.find(Key(j, i)) == edge_map.end());
+
+ pair->vert = verts[j];
+ edge_map[Key(j, i)] = pair;
+
+ edge->pair = pair;
+ pair->pair = edge;
+
+ num++;
+ }
+ }
+
+ /* link boundary edges */
+ for(int e = 0; e < num_edges; e++) {
+ SubdEdge *edge = edges[e];
+
+ if(edge->pair->face == NULL)
+ link_boundary_edge(edge->pair);
+ }
+
+ /* detect boundary intersections */
+ int boundaryIntersections = 0;
+ int num_verts = verts.size();
+
+ for(int v = 0; v < num_verts; v++) {
+ SubdVert *vertex = verts[v];
+
+ int boundarySubdEdges = 0;
+ for(SubdVert::EdgeIterator it(vertex->edges()); !it.isDone(); it.advance())
+ if(it.current()->is_boundary())
+ boundarySubdEdges++;
+
+ if(boundarySubdEdges > 2) {
+ assert((boundarySubdEdges & 1) == 0);
+ boundaryIntersections++;
+ }
+ }
+
+ if(boundaryIntersections != 0) {
+ fprintf(stderr, "Invalid mesh, boundary intersections found!\n");
+ return false;
+ }
+
+ return true;
+}
+
+void SubdMesh::link_boundary_edge(SubdEdge *edge)
+{
+ /* link this boundary edge. */
+
+ /* make sure next pointer has not been set. */
+ assert(edge->face == NULL);
+ assert(edge->next == NULL);
+
+ SubdEdge *next = edge;
+
+ while(next->pair->face != NULL) {
+ /* get pair prev */
+ SubdEdge *e = next->pair->next;
+
+ while(e->next != next->pair)
+ e = e->next;
+
+ next = e;
+ }
+
+ edge->next = next->pair;
+ next->pair->prev = edge;
+
+ /* adjust vertex edge, so that it's the boundary edge. (required for is_boundary()) */
+ if(edge->vert->edge != edge)
+ edge->vert->edge = edge;
+}
+
+void SubdMesh::tesselate(DiagSplit *split, bool linear, Mesh *mesh, int shader, bool smooth)
+{
+ SubdBuilder *builder = SubdBuilder::create(linear);
+ int num_faces = faces.size();
+
+ for(int f = 0; f < num_faces; f++) {
+ SubdFace *face = faces[f];
+ Patch *patch = builder->run(face);
+
+ if(patch->is_triangle())
+ split->split_triangle(mesh, patch, shader, smooth);
+ else
+ split->split_quad(mesh, patch, shader, smooth);
+
+ delete patch;
+ }
+
+ delete builder;
+}
+
+CCL_NAMESPACE_END
+