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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-28 04:28:57 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-28 05:11:42 +0400
commit44d1c92e60f85fd0d757b9fc503ae32284540814 (patch)
tree7697c22426e858aefa5c26529f63ad47adfc179f /intern/cycles/subd
parent731ffd3cd4c1d578fb02d39dc512bace850c2e8b (diff)
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.
Diffstat (limited to 'intern/cycles/subd')
-rw-r--r--intern/cycles/subd/subd_dice.cpp22
-rw-r--r--intern/cycles/subd/subd_dice.h4
-rw-r--r--intern/cycles/subd/subd_patch.h1
3 files changed, 26 insertions, 1 deletions
diff --git a/intern/cycles/subd/subd_dice.cpp b/intern/cycles/subd/subd_dice.cpp
index f77df388c87..05ff5ca4b65 100644
--- a/intern/cycles/subd/subd_dice.cpp
+++ b/intern/cycles/subd/subd_dice.cpp
@@ -34,6 +34,11 @@ EdgeDice::EdgeDice(const SubdParams& params_)
vert_offset = 0;
params.mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
+
+ if(params.ptex) {
+ params.mesh->attributes.add(ATTR_STD_PTEX_UV);
+ params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
+ }
}
void EdgeDice::reserve(int num_verts, int num_tris)
@@ -63,12 +68,29 @@ int EdgeDice::add_vert(Patch *patch, float2 uv)
mesh_P[vert_offset] = P;
mesh_N[vert_offset] = N;
+ if(params.ptex) {
+ Attribute *attr_ptex_uv = params.mesh->attributes.add(ATTR_STD_PTEX_UV);
+ params.mesh->attributes.reserve();
+
+ float3 *ptex_uv = attr_ptex_uv->data_float3();
+ ptex_uv[vert_offset] = make_float3(uv.x, uv.y, 0.0f);
+ }
+
return vert_offset++;
}
void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
{
params.mesh->add_triangle(v0, v1, v2, params.shader, params.smooth);
+
+ if(params.ptex) {
+ Attribute *attr_ptex_face_id = params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
+ params.mesh->attributes.reserve();
+
+ float *ptex_face_id = attr_ptex_face_id->data_float();
+ ptex_face_id[tri_offset] = (float)patch->ptex_face_id();
+ }
+
tri_offset++;
}
diff --git a/intern/cycles/subd/subd_dice.h b/intern/cycles/subd/subd_dice.h
index 037b17bbfc8..9cf5b0d50b8 100644
--- a/intern/cycles/subd/subd_dice.h
+++ b/intern/cycles/subd/subd_dice.h
@@ -35,17 +35,19 @@ 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)
+ 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;
diff --git a/intern/cycles/subd/subd_patch.h b/intern/cycles/subd/subd_patch.h
index b851fef16ae..48f35d78711 100644
--- a/intern/cycles/subd/subd_patch.h
+++ b/intern/cycles/subd/subd_patch.h
@@ -28,6 +28,7 @@ public:
virtual void eval(float3 *P, float3 *dPdu, float3 *dPdv, float u, float v) = 0;
virtual bool is_triangle() { return false; }
virtual BoundBox bound() = 0;
+ virtual int ptex_face_id() { return -1; }
};
/* Linear Quad Patch */