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Diffstat (limited to 'intern/cycles/subd/dice.cpp')
-rw-r--r--intern/cycles/subd/dice.cpp283
1 files changed, 283 insertions, 0 deletions
diff --git a/intern/cycles/subd/dice.cpp b/intern/cycles/subd/dice.cpp
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+++ b/intern/cycles/subd/dice.cpp
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+/*
+ * Copyright 2011-2013 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 "scene/camera.h"
+#include "scene/mesh.h"
+
+#include "subd/dice.h"
+#include "subd/patch.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* EdgeDice Base */
+
+EdgeDice::EdgeDice(const SubdParams &params_) : params(params_)
+{
+ mesh_P = NULL;
+ mesh_N = NULL;
+ 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_triangles)
+{
+ Mesh *mesh = params.mesh;
+
+ vert_offset = mesh->get_verts().size();
+ tri_offset = mesh->num_triangles();
+
+ mesh->resize_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles());
+ mesh->reserve_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles() + num_triangles);
+
+ Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
+
+ mesh_P = mesh->verts.data() + vert_offset;
+ mesh_N = attr_vN->data_float3() + vert_offset;
+
+ params.mesh->num_subd_verts += num_verts;
+}
+
+void EdgeDice::set_vert(Patch *patch, int index, float2 uv)
+{
+ float3 P, N;
+
+ patch->eval(&P, NULL, NULL, &N, uv.x, uv.y);
+
+ assert(index < params.mesh->verts.size());
+
+ mesh_P[index] = P;
+ mesh_N[index] = N;
+ params.mesh->vert_patch_uv[index + vert_offset] = make_float2(uv.x, uv.y);
+}
+
+void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
+{
+ Mesh *mesh = params.mesh;
+
+ mesh->add_triangle(v0 + vert_offset, v1 + vert_offset, v2 + vert_offset, patch->shader, true);
+ params.mesh->triangle_patch[params.mesh->num_triangles() - 1] = patch->patch_index;
+
+ tri_offset++;
+}
+
+void EdgeDice::stitch_triangles(Subpatch &sub, int edge)
+{
+ int Mu = max(sub.edge_u0.T, sub.edge_u1.T);
+ int Mv = max(sub.edge_v0.T, sub.edge_v1.T);
+ Mu = max(Mu, 2);
+ Mv = max(Mv, 2);
+
+ int outer_T = sub.edges[edge].T;
+ int inner_T = ((edge % 2) == 0) ? Mv - 2 : Mu - 2;
+
+ if (inner_T < 0 || outer_T < 0)
+ return; // XXX avoid crashes for Mu or Mv == 1, missing polygons
+
+ /* stitch together two arrays of verts with triangles. at each step,
+ * we compare using the next verts on both sides, to find the split
+ * direction with the smallest diagonal, and use that in order to keep
+ * the triangle shape reasonable. */
+ for (size_t i = 0, j = 0; i < inner_T || j < outer_T;) {
+ int v0, v1, v2;
+
+ v0 = sub.get_vert_along_grid_edge(edge, i);
+ v1 = sub.get_vert_along_edge(edge, j);
+
+ if (j == outer_T) {
+ v2 = sub.get_vert_along_grid_edge(edge, ++i);
+ }
+ else if (i == inner_T) {
+ v2 = sub.get_vert_along_edge(edge, ++j);
+ }
+ else {
+ /* length of diagonals */
+ float len1 = len_squared(mesh_P[sub.get_vert_along_grid_edge(edge, i)] -
+ mesh_P[sub.get_vert_along_edge(edge, j + 1)]);
+ float len2 = len_squared(mesh_P[sub.get_vert_along_edge(edge, j)] -
+ mesh_P[sub.get_vert_along_grid_edge(edge, i + 1)]);
+
+ /* use smallest diagonal */
+ if (len1 < len2)
+ v2 = sub.get_vert_along_edge(edge, ++j);
+ else
+ v2 = sub.get_vert_along_grid_edge(edge, ++i);
+ }
+
+ add_triangle(sub.patch, v1, v0, v2);
+ }
+}
+
+/* QuadDice */
+
+QuadDice::QuadDice(const SubdParams &params_) : EdgeDice(params_)
+{
+}
+
+float2 QuadDice::map_uv(Subpatch &sub, float u, float v)
+{
+ /* map UV from subpatch to patch parametric coordinates */
+ float2 d0 = interp(sub.c00, sub.c01, v);
+ float2 d1 = interp(sub.c10, sub.c11, v);
+ return interp(d0, d1, u);
+}
+
+float3 QuadDice::eval_projected(Subpatch &sub, float u, float v)
+{
+ float2 uv = map_uv(sub, u, v);
+ float3 P;
+
+ sub.patch->eval(&P, NULL, NULL, NULL, uv.x, uv.y);
+ if (params.camera)
+ P = transform_perspective(&params.camera->worldtoraster, P);
+
+ return P;
+}
+
+void QuadDice::set_vert(Subpatch &sub, int index, float u, float v)
+{
+ EdgeDice::set_vert(sub.patch, index, map_uv(sub, u, v));
+}
+
+void QuadDice::set_side(Subpatch &sub, int edge)
+{
+ int t = sub.edges[edge].T;
+
+ /* set verts on the edge of the patch */
+ for (int i = 0; i < t; i++) {
+ float f = i / (float)t;
+
+ float u, v;
+ switch (edge) {
+ case 0:
+ u = 0;
+ v = f;
+ break;
+ case 1:
+ u = f;
+ v = 1;
+ break;
+ case 2:
+ u = 1;
+ v = 1.0f - f;
+ break;
+ case 3:
+ default:
+ u = 1.0f - f;
+ v = 0;
+ break;
+ }
+
+ set_vert(sub, sub.get_vert_along_edge(edge, i), u, v);
+ }
+}
+
+float QuadDice::quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d)
+{
+ return triangle_area(a, b, d) + triangle_area(a, d, c);
+}
+
+float QuadDice::scale_factor(Subpatch &sub, int Mu, int Mv)
+{
+ /* estimate area as 4x largest of 4 quads */
+ float3 P[3][3];
+
+ for (int i = 0; i < 3; i++)
+ for (int j = 0; j < 3; j++)
+ P[i][j] = eval_projected(sub, i * 0.5f, j * 0.5f);
+
+ float A1 = quad_area(P[0][0], P[1][0], P[0][1], P[1][1]);
+ float A2 = quad_area(P[1][0], P[2][0], P[1][1], P[2][1]);
+ float A3 = quad_area(P[0][1], P[1][1], P[0][2], P[1][2]);
+ float A4 = quad_area(P[1][1], P[2][1], P[1][2], P[2][2]);
+ float Apatch = max(A1, max(A2, max(A3, A4))) * 4.0f;
+
+ /* solve for scaling factor */
+ float Atri = params.dicing_rate * params.dicing_rate * 0.5f;
+ float Ntris = Apatch / Atri;
+
+ // XXX does the -sqrt solution matter
+ // XXX max(D, 0.0) is highly suspicious, need to test cases
+ // where D goes negative
+ float N = 0.5f * (Ntris - (sub.edge_u0.T + sub.edge_u1.T + sub.edge_v0.T + sub.edge_v1.T));
+ float D = 4.0f * N * Mu * Mv + (Mu + Mv) * (Mu + Mv);
+ float S = (Mu + Mv + sqrtf(max(D, 0.0f))) / (2 * Mu * Mv);
+
+ return S;
+}
+
+void QuadDice::add_grid(Subpatch &sub, int Mu, int Mv, int offset)
+{
+ /* create inner grid */
+ float du = 1.0f / (float)Mu;
+ float dv = 1.0f / (float)Mv;
+
+ for (int j = 1; j < Mv; j++) {
+ for (int i = 1; i < Mu; i++) {
+ float u = i * du;
+ float v = j * dv;
+
+ set_vert(sub, offset + (i - 1) + (j - 1) * (Mu - 1), u, v);
+
+ if (i < Mu - 1 && j < Mv - 1) {
+ int i1 = offset + (i - 1) + (j - 1) * (Mu - 1);
+ int i2 = offset + i + (j - 1) * (Mu - 1);
+ int i3 = offset + i + j * (Mu - 1);
+ int i4 = offset + (i - 1) + j * (Mu - 1);
+
+ add_triangle(sub.patch, i1, i2, i3);
+ add_triangle(sub.patch, i1, i3, i4);
+ }
+ }
+ }
+}
+
+void QuadDice::dice(Subpatch &sub)
+{
+ /* compute inner grid size with scale factor */
+ int Mu = max(sub.edge_u0.T, sub.edge_u1.T);
+ int Mv = max(sub.edge_v0.T, sub.edge_v1.T);
+
+#if 0 /* Doesn't work very well, especially at grazing angles. */
+ float S = scale_factor(sub, ef, Mu, Mv);
+#else
+ float S = 1.0f;
+#endif
+
+ Mu = max((int)ceilf(S * Mu), 2); // XXX handle 0 & 1?
+ Mv = max((int)ceilf(S * Mv), 2); // XXX handle 0 & 1?
+
+ /* inner grid */
+ add_grid(sub, Mu, Mv, sub.inner_grid_vert_offset);
+
+ /* sides */
+ set_side(sub, 0);
+ set_side(sub, 1);
+ set_side(sub, 2);
+ set_side(sub, 3);
+
+ stitch_triangles(sub, 0);
+ stitch_triangles(sub, 1);
+ stitch_triangles(sub, 2);
+ stitch_triangles(sub, 3);
+}
+
+CCL_NAMESPACE_END