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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-28 03:13:32 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-28 05:11:42 +0400
commit731ffd3cd4c1d578fb02d39dc512bace850c2e8b (patch)
tree63cced11229d028a2d8a7e5b6c9600e4e0fa6351 /intern/cycles/subd/subd_split.h
parentaf7a2a3b6a08bdbe99d295e593e770af165eb0e6 (diff)
Cycles: remove approximate subdivision surface with gregory patches code.
It was never fully implemented and will be replaced by OpenSubdiv. Only linear subdivision remains now. Also includes some refactoring in the split/dice code, adding a SubdParams struct to pass around parameters more easily.
Diffstat (limited to 'intern/cycles/subd/subd_split.h')
-rw-r--r--intern/cycles/subd/subd_split.h11
1 files changed, 4 insertions, 7 deletions
diff --git a/intern/cycles/subd/subd_split.h b/intern/cycles/subd/subd_split.h
index 9dd10f8af8f..3f9a2721977 100644
--- a/intern/cycles/subd/subd_split.h
+++ b/intern/cycles/subd/subd_split.h
@@ -41,12 +41,9 @@ public:
vector<TriangleDice::SubPatch> subpatches_triangle;
vector<TriangleDice::EdgeFactors> edgefactors_triangle;
- int test_steps;
- int split_threshold;
- float dicing_rate;
- Camera *camera;
+ SubdParams params;
- DiagSplit();
+ DiagSplit(const SubdParams& params);
float3 project(Patch *patch, float2 uv);
int T(Patch *patch, float2 Pstart, float2 Pend);
@@ -59,8 +56,8 @@ public:
void dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef);
void split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth=0);
- void split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth);
- void split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth);
+ void split_triangle(Patch *patch);
+ void split_quad(Patch *patch);
};
CCL_NAMESPACE_END