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Diffstat (limited to 'intern/cycles/subd/subd_dice.h')
-rw-r--r-- | intern/cycles/subd/subd_dice.h | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/intern/cycles/subd/subd_dice.h b/intern/cycles/subd/subd_dice.h new file mode 100644 index 00000000000..71879f1f5f1 --- /dev/null +++ b/intern/cycles/subd/subd_dice.h @@ -0,0 +1,159 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#ifndef __SUBD_DICE_H__ +#define __SUBD_DICE_H__ + +/* DX11 like EdgeDice implementation, with different tesselation factors for + * each edge for watertight tesselation, with subpatch remapping to work with + * DiagSplit. For more algorithm details, see the DiagSplit paper or the + * ARB_tessellation_shader OpenGL extension, Section 2.X.2. */ + +#include "util_types.h" +#include "util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Camera; +class Mesh; +class Patch; + +/* EdgeDice Base */ + +class EdgeDice { +public: + Camera *camera; + Mesh *mesh; + float3 *mesh_P; + float3 *mesh_N; + float dicing_rate; + size_t vert_offset; + size_t tri_offset; + int shader; + bool smooth; + + EdgeDice(Mesh *mesh, int shader, bool smooth, float dicing_rate); + + void reserve(int num_verts, int num_tris); + + int add_vert(Patch *patch, float2 uv); + void add_triangle(int v0, int v1, int v2); + + void stitch_triangles(vector<int>& outer, vector<int>& inner); +}; + +/* Quad EdgeDice + * + * Edge tesselation factors and subpatch coordinates are as follows: + * + * tu1 + * P01 --------- P11 + * | | + * tv0 | | tv1 + * | | + * P00 --------- P10 + * tu0 + */ + +class QuadDice : public EdgeDice { +public: + struct SubPatch { + Patch *patch; + + float2 P00; + float2 P10; + float2 P01; + float2 P11; + }; + + struct EdgeFactors { + int tu0; + int tu1; + int tv0; + int tv1; + }; + + QuadDice(Mesh *mesh, int shader, bool smooth, float dicing_rate); + + void reserve(EdgeFactors& ef, int Mu, int Mv); + float3 eval_projected(SubPatch& sub, float u, float v); + + float2 map_uv(SubPatch& sub, float u, float v); + int add_vert(SubPatch& sub, float u, float v); + + void add_corners(SubPatch& sub); + void add_grid(SubPatch& sub, int Mu, int Mv, int offset); + + void add_side_u(SubPatch& sub, + vector<int>& outer, vector<int>& inner, + int Mu, int Mv, int tu, int side, int offset); + + void add_side_v(SubPatch& sub, + vector<int>& outer, vector<int>& inner, + int Mu, int Mv, int tv, int side, int offset); + + float quad_area(const float3& a, const float3& b, const float3& c, const float3& d); + float scale_factor(SubPatch& sub, EdgeFactors& ef, int Mu, int Mv); + + void dice(SubPatch& sub, EdgeFactors& ef); +}; + +/* Triangle EdgeDice + * + * Edge tesselation factors and subpatch coordinates are as follows: + * + * Pw + * /\ + * tv / \ tu + * / \ + * / \ + * Pu -------- Pv + * tw + */ + +class TriangleDice : public EdgeDice { +public: + struct SubPatch { + Patch *patch; + + float2 Pu; + float2 Pv; + float2 Pw; + }; + + struct EdgeFactors { + int tu; + int tv; + int tw; + }; + + TriangleDice(Mesh *mesh, int shader, bool smooth, float dicing_rate); + + void reserve(EdgeFactors& ef, int M); + + float2 map_uv(SubPatch& sub, float2 uv); + int add_vert(SubPatch& sub, float2 uv); + + void add_grid(SubPatch& sub, EdgeFactors& ef, int M); + void dice(SubPatch& sub, EdgeFactors& ef); +}; + +CCL_NAMESPACE_END + +#endif /* __SUBD_DICE_H__ */ + |